https://social.freegamedev.net/channel/devplanetFreeGameDev.net game dev. feedhubzilla2018-12-19T10:01:27Zhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedhttp://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedCall for participation for GodotCon 2019<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/call-participation-godotcon-2019" target="_blank" rel="nofollow noopener" >Call for participation for GodotCon 2019</a><br /><br />Last month <a href="https://godotengine.org/article/meet-community-fosdem-and-godotcon-2019" target="_blank" rel="nofollow noopener" >we announced the <strong>GodotCon 2019</strong></a> in Brussels (4-5 Feb 2019), as well as a contributors-focused <strong>Godot Sprint</strong> (31 Jan & 1 Feb 2019) and our stand at the <a href="https://fosdem.org/" target="_blank" rel="nofollow noopener" ><strong>FOSDEM 2019</strong></a> (2-3 Feb 2019).<br /><br />We have a few updates since then:<ul class="listbullet" style="list-style-type: circle;"><li>We found a venue for GodotCon and the Godot Sprint: it will be at the <a href="http://www.ludus-academie.com/" target="_blank" rel="nofollow noopener" ><strong>Ludus Académie</strong></a>, like last year (Quai du Commerce, 48, 1000 Brussels). Thanks a ton to the Ludus staff and students for generously hosting us another year :)<li>Our stand at FOSDEM was confirmed! We're still waiting on an answer to Juan's talk proposal.</ul>If you haven't done so yet, we encourage you to book accommodation in the vicinity of the Ludus Académie (<a href="https://www.openstreetmap.org/?mlat=50.85717&mlon=4.34818#map=19/50.85717/4.34818" target="_blank" rel="nofollow noopener" >OpenStreetMap</a>). Note that Brussels public transportation network works quite well, so it's fine if you're staying a bit further away.<br /><br /><a href="https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499" target="_blank" rel="nofollow noopener" ><strong>You can still register!</strong></a><br />We currently have more than 50 persons registered for GodotCon, and expect more to register until the event, as well as 25 contributors signed up for the Godot Sprint. Both events are going to be a lot of fun :)<hr />The next step is to define our line-up of speakers for GodotCon, who will be giving talks, workshops or other activities. That's where we need <em>you</em> to step up!<br /><br />We're interested in any Godot-related topic. It can be a technical presentation of upcoming engine features, a talk about your own Godot project, the tricks you're using in your workflow, a workshop about a lesser known feature of the engine, etc. Basically, feel free to propose anything that you think could be worth sharing with fellow Godot users.<br /><br />As an indication, we propose a duration of <strong>20 minutes</strong> (+ 5-10 min Q&A) for talks, though you can tell us if you'd prefer less or more time. A 5 min presentation of your game would be welcome, and a 30 min talk or workshop is fine too if the topic is worth it :) Even longer workshops could be imagined (e.g. 1h or 1h30) – we'll have several rooms so we could run a long workshop in one room while shorter talks happen in another one.<br /><br /><strong>Please send your proposals</strong> to <em>remi at godotengine · org</em>, with the following information:<ul class="listbullet" style="list-style-type: circle;"><li>Type (talk, workshop, round table, live demo, live tutorial... feel free to think outside the box)<li>Title<li>Abstract (short description of what it will be about)<li>Expected duration</ul>Don't overthink the above too much, I'd prefer to know <em>ASAP</em> who may give a talk, and we can fill in more details later on.<br /><br /><strong>Deadline:</strong> 13 January 2019. I'd then like to start publishing a schedule so that the yet-undecided Godot users can finally be convinced to join us for GodotCon :)<br /><br />Note for Godot Sprint attendees: don't hesitate to also propose talks, workshops, dev discussions, etc. for the Sprint. We'll have two days to focus on contribution work (engine, documentation, tutorials), and it's up to all of us to make it a great knowledge-sharing event.X-ZOT:https://godotengine.org/article/call-participation-godotcon-20192018-12-18T13:34:46Z2018-12-18T13:34:46Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/call-participation-godotcon-2019http://activitystrea.ms/schema/1.0/personhttps://www.panda3d.org/bloghttps://www.panda3d.org/blogPanda3D Developer Bloghttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember 2018 Development updateNovember’s over and we’re making great headway towards finalizing the new Panda3D version. We hope that our next announcement will be the release announcement for 1.10.0! This month, many bugfixes and maintenance changes have been made to get things ready, and we have finally finished the long-awaited overhaul of the input system. New input framework […]<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://www.panda3d.org/blog/november-2018-development-update/" target="_blank" rel="nofollow noopener" >November 2018 Development update</a><br /><br />November’s over and we’re making great headway towards finalizing the new Panda3D version. We hope that our next announcement will be the release announcement for 1.10.0! This month, many bugfixes and maintenance changes have been made to get things ready, and we have finally finished the long-awaited overhaul of the input system.<br /><br /><h3>New input framework</h3><br />It has been in development for a long time, but the work on the input-overhaul branch has come to completion and has been merged into the master branch. This feature has been requested for a long time and finally brings a unified API for handling game controllers and other input devices into the core library.<br /><br />The new input framework unifies the various types of gaming input devices into a single abstraction. This means Panda3D now supports many different types of game controller out of the box. It also marks an important milestone for the development of better support for consumer virtual reality headsets as well as support for multi-touch devices, such as mobile phones, which will be based on top of this abstraction layer.<br /><br />In the new API, there are two ways to discover devices: one is to enumerate the list of input devices via <code class="inline-code">base.devices</code>, and the other is to listen for the <code class="inline-code">connect-device</code>/<code class="inline-code">disconnect-device</code> event pair, which are fired whenever a device is added to or removed from the computer, respectively. The combination of these methods allows you to dynamically switch the input source in your game depending on which device is active at any one time. When a device is found that the game can use, it can be hooked up to the data graph to make sure that it is polled every frame and that events are sent out for any button presses.<br /><br />This feature is supported on all the major operating systems so far. On Windows, it leverages both XInput and the “raw input” API, on Linux it uses the evdev kernel interface, and on macOS it uses the core IOKit interfaces to implement support for a wide variety of input devices. The existing VRPN interfaces have been integrated with the new abstractions as well.<br /><br />The manual pages describing the new API are still under construction, but we’ve added several sample programs to the repository that showcase how easy it is to interface with game devices. While the feature seems to be quite stable, we’d like to know your experience using it in your game projects, so let us know about any issues you run into or things we could improve. In particular, we’d like to know how well it works with your input devices, since we’ve only been able to test it with the devices we have access to.<br /><br /><h3>Profiling improvements</h3><br /><a href="https://www.panda3d.org/blog/wp-content/uploads/2018/12/PstatsSceneSmooth.png" target="_blank" rel="nofollow noopener" ><img src="https://www.panda3d.org/blog/wp-content/uploads/2018/12/PstatsSceneSmooth-thumb.png" style="width: 100%; max-width: 290px;" alt="Image/photo" /></a><br /><br />In order to help with debugging and profiling Panda applications, we’ve made a few changes to PStats to better categorize the different scene graphs that are being rendered. This will make it easier to see which parts of your scene are taking a while to render. For people who use external tools like apitrace to debug aspects of the rendering process, we’ve also made things quite a bit easier by making use of the OpenGL debug group extensions to delineate the different parts that are being rendered.<br /><br /><h3>GLSL improvements</h3><br />A few new shader inputs have been added for GLSL: the <code class="inline-code">p3d_Fog</code> structure, which makes it easier to implement fog in your own shader, and the <code class="inline-code">p3d_FragData</code> fragment shader output, which makes it possible to write GLSL 1.30 shaders that make use of multiple render targets.<br /><br />Whereas it was already possible to utilize the GLSL preprocessor in Panda3D for supporting <code class="inline-code">#include</code> statements and the like, this ability has been extended to procedurally generated shaders loaded via Shader.make. For example, this allows you to write various shader functions as part of a shader library, and then combine these different functions procedurally in the code. We have great plans to bring the shader pipeline up to the next level by adding additional features in the next release.X-ZOT:http://www.panda3d.org/blog/?p=5702018-12-15T21:22:47Z2018-12-15T21:22:47Zhttp://activitystrea.ms/schema/1.0/posthttp://www.panda3d.org/blog/?p=570http://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedCocos Creator v2.0.6 released!<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-6-released/44947" target="_blank" rel="nofollow noopener" >Cocos Creator v2.0.6 released!</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote><h1><strong>Cocos Creator</strong> v2.0.6 has been released!</h1><br /><strong>Cocos Creator</strong> <strong>v2.0.6</strong> is based on the v2.0.5 upgrade, providing fast access to <strong>Facebook Audience Network</strong> and <strong>Facebook Live Video</strong> on <em>Android</em> and <em>iOS</em>, while maintaining v2.0.5 stability. <strong>Facebook Audience Network</strong> is an advertising platform launched by <strong>Facebook</strong> that provides powerful advertising monetization capabilities. <strong>Facebook Live Video</strong> is an SDK from <strong>Facebook</strong> that allows players to play live games directly and share them on <strong>Facebook’s</strong> social network, effectively improving the game’s ability to spread. For specific access procedures for these two SDKs, please refer to the document <a href="https://docs.cocos.com/creator/manual/en/sdk/fb-an-and-live.html" target="_blank" rel="nofollow noopener" >Facebook Live and Advertising</a>. In addition, this version also optimizes the build process of for Vivo and OPPO Mini Games. It is recommended to upgrade to this release if you are releasing Vivo and OPPO Mini Games.<br /><br /><h2>Change list</h2><ul class="listbullet" style="list-style-type: circle;"><li><br />Added <strong>Facebook Audience Network</strong> and <strong>Facebook Live Video</strong> integration options to the service panel<li><br />Fixed an issue that Facebook Instant Games could not upload<li><br />Fixed a problem with zip compression for zip packages from Facebook Instant Games<li><br />Optimized the build panel for the vivo game:<li><br />Removed npm path input box<li><br />The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.<li><br />Removed the use of certificate.pem, private.pem certificates fixed in <code class="inline-code">[game project]/build-templates/jsb-link</code>, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)<li><br />Optimized OPPO mini-game build panel:<ul class="listbullet" style="list-style-type: circle;"><li><br />Removed the npm path input box and the quickgame input box, and <strong>Cocos Creator</strong> has a built-in quickgame.<li><br />The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.</ul><li><br />Removed the use of certificate.pem, private.pem certificates fixed in <code class="inline-code">[game project]/build-templates/jsb-link</code>, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)<li><br />The output path of the packaged rpk is adjusted to be the same as the path when the packet rpk is not set, in the <code class="inline-code">[game project]/build/quickgame/build/</code> directory. And when you package the packet rpk, only one rpk file will be generated, and no other sub-package directories will be generated.<li><br />WeChat mini game is not enabled by default after ES6 to ES5<li><br />Limit the maximum number of concurrent downloads (<code class="inline-code">cc.macro.DOWNLOAD_MAX_CONCURRENT</code>) to less than 10 by default on WeChat games.<li><br />Fixed an error when WeChat game called <code class="inline-code">cc.game.end()</code><li><br />QQ light game build allows direct packaging of zip files for easy uploading of the server<li><br />Fixed a problem with Mask rendering on QQ Light Games<li><br />Fixed an issue where Android Instant platform crashed after compiling Android + AnySDK</ul><h2>Follow-up version notice</h2><br /><strong>v2.0.7 will be released soon, focusing on optimizing native platform performance</strong><br /><br />We will soon be beta testing v2.0.7. In this version we optimized the rendering performance of the engine, especially the Spine and DragonBones of the native platform, and the performance has been greatly improved.<br /><br /><strong>v2.1 iterations will be more aggressive</strong><br /><br />Compared with v2.0, the upgrade of v2.1 will mainly focus on the 3D field. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us in forums and other channels. Our responsible 3D partners will provide relevant support. . Since v2.1 is a very new version, we will speed up the iteration and try to meet the needs of developers. We will be releasing v2.1.1 in the near future to support 3D scene editing, camera preview and material systems, and to optimize the 3D development process.<hr /><h3>Downloads</h3><br /><a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.6_mac" target="_blank" rel="nofollow noopener" >v2.0.6 for macOS</a><br /><a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.6_win" target="_blank" rel="nofollow noopener" >v2.0.6 for Windows</a></blockquote> <br />Posts: 2<br /><br />Participants: 1<br /><br /><a href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-6-released/44947" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-449472018-12-14T13:38:25Z2018-12-14T13:38:25Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44947http://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedSSL deployment rollout<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/ssl-deployment-rollout/44934" target="_blank" rel="nofollow noopener" >SSL deployment rollout</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote>I’m moving all of our domains to defaulting to https. My plan is to start deployment tomorrow. If you notice anything odd please email me: <a href="http://discuss.cocos2d-x.org/mailto:slackmoehrle@cocos2d-x.org" target="_blank" rel="nofollow noopener" >slackmoehrle@cocos2d-x.org</a></blockquote> <br />Posts: 2<br /><br />Participants: 1<br /><br /><a href="http://discuss.cocos2d-x.org/t/ssl-deployment-rollout/44934" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-449342018-12-13T19:56:29Z2018-12-13T19:56:29Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44934http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedDev snapshot: Godot 3.1 alpha 3<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-3" target="_blank" rel="nofollow noopener" >Dev snapshot: Godot 3.1 alpha 3</a><br /><br />Already more than a month since <a href="https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-2" target="_blank" rel="nofollow noopener" >our previous alpha</a>, yet we haven't been idle in the meantime. Hundreds of fixes and enhancements have been done in the <em>master</em> branch, which we are pleased to bring to you as Godot <strong>3.1 alpha 3</strong>. This new development snapshot brings us one step closer to the <em>beta</em> stage, which we should reach before Christmas.<br /><br />Contrarily to our <a href="https://godotengine.org/article/maintenance-release-godot-3-0-6" target="_blank" rel="nofollow noopener" >3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href="https://godotengine.org/devblog" target="_blank" rel="nofollow noopener" >our past devblogs</a>. It's been over 10 months since the 3.0 release and over 5,000 commits, so expect a lot of nice things in the final 3.1 version!<br /><br />The <em>alpha</em> stage corresponds for us to a <em>feature freeze</em> (see <a href="https://github.com/godotengine/godot/issues/21490" target="_blank" rel="nofollow noopener" >announcement on GitHub</a>), which means that we will no longer consider pull requests with new features for merge in the <em>master</em> branch, and that until Godot 3.1 is released. This way, we can focus on what we already have, finish and polish the major features which are still in progress (e.g. OpenGL ES 2.0 support), and fix many of the old and new bugs reported by the community.<br /><br />Development snapshots will continue to be released regularly to continuously test the <em>master</em> branch and make sure that it keeps getting more stable, reliable and ready for production.<br /><br /><h2>Disclaimer</h2><br /><strong>IMPORTANT: This is an <a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha" target="_blank" rel="nofollow noopener" ><em>alpha</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><br /><br />There is still a long way of bug fixing and usability improvement until we can release the stable version. This release is exclusively for testers who are already familiar with Godot and can report the issues they experience <a href="https://github.com/godotengine/godot/issues/" target="_blank" rel="nofollow noopener" >on GitHub</a>.<br /><br />There is also no guarantee that projects started with the alpha 3 build will still work in later builds, as we reserve the right to do necessary breaking adjustments up to the <em>beta</em> stage (albeit compatibility breaking changes at this stage should be very minimal, if any).<br /><br /><strong>Note:</strong> New Godot users should not use this build to start their learning. <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" >Godot 3.0.x</a> is our current stable branch and still receives frequent updates.<br /><br /><h2>The features</h2><br />Release notes are not written yet, but you can refer to the <a href="https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123d14f" target="_blank" rel="nofollow noopener" >detailed changelog</a> that our contributor <a href="https://github.com/Calinou" target="_blank" rel="nofollow noopener" >Hugo Locurcio</a> is working on.<br /><br />As mentioned previously, <a href="https://godotengine.org/devblog" target="_blank" rel="nofollow noopener" >our past devblogs</a> should also give you an idea of the main highlights of the upcoming release.<br /><br />This alpha 3 comes with an impressive amount of bug fixes all around the engine, with Juan spending most of the month of November focusing on that. See this <a href="https://www.patreon.com/posts/23181942" target="_blank" rel="nofollow noopener" >Patreon post</a> for details on what happened since alpha 2.<br /><br />Documentation writers are hard at work to catch up with the new features, and the <a href="http://docs.godotengine.org/en/latest/" target="_blank" rel="nofollow noopener" ><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<br /><br /><h2>Downloads</h2><br />The download links are not featured on the <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" >Download</a> page for now to avoid confusion for new users. Instead, browse one of our download repository and fetch the editor binary and export templates that matches your platform:<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://downloads.tuxfamily.org/godotengine/3.1/alpha3" target="_blank" rel="nofollow noopener" >Classical</a><li><a href="https://downloads.tuxfamily.org/godotengine/3.1/alpha3/mono" target="_blank" rel="nofollow noopener" >Mono (<em>alpha</em> C# support)</a> - you need Mono SDK <strong>5.12.0</strong> for this alpha (5.14 or newer won't work)</ul><strong>IMPORTANT:</strong> Make backups of your Godot 3.0 projects before opening them in any 3.1 development build. Once a project has been opened in 3.1, its <code class="inline-code">project.godot</code> file will be updated to a new format for input mappings which is not compatible with Godot 3.0 - the latter will thus refuse to open a 3.1 project. Moreover, using new 3.1 features in your project means that you can't go back to 3.0, unless you do the necessary work to remove the use of those features. So either test 3.1-alpha3 on a copy of your 3.0 projects, or start new projects with it.<br /><br /><strong>Note:</strong> This release is still called &quot;3.1.alpha&quot; internally, same as previous alphas and daily builds from the master branch. This means that the export templates share the same installation folder, yet you have to make sure to replace any &quot;3.1.alpha&quot; templates you currently have installed with the ones from the alpha 3 distribution.<br /><br /><h2>Bug reports</h2><br />There are still hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug" target="_blank" rel="nofollow noopener" >bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues may not be critical for the 3.1 release and may end up be retargeted to a later release to allow releasing Godot 3.1 in the near future.<br /><br />As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the <a href="https://github.com/godotengine/godot/issues" target="_blank" rel="nofollow noopener" >existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<br /><br /><em>The illustration picture is from <a href="https://twitter.com/Samdzeq" target="_blank" rel="nofollow noopener" >Samuele Zolfanelli</a>'s </em><a href="https://dazel.itch.io/gumgem" target="_blank" rel="nofollow noopener" >Gumgem</a><em>, a great-looking 2D game developed for the A Game By Its Cover 2018 jam. A big update is upcoming, be sure to follow their work!</em>X-ZOT:https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-32018-12-12T11:38:58Z2018-12-12T11:38:58Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/dev-snapshot-godot-3-1-alpha-3http://activitystrea.ms/schema/1.0/personhttps://gme.one/channel/yahananxieyahananxiehttps://gme.one/channel/yahananxieyahananxieYuki (雪亮) 🇵🇭 🏙️http://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feed<a class="zrl" href="https://gme.one/channel/yahananxie" target="_blank" rel="nofollow noopener" >Yuki (雪亮) 🇵🇭 🏙️</a> likes <a class="zrl" href="https://godotengine.org/" target="_blank" rel="nofollow noopener" >Godot Engine Official</a>'s <a class="zrl" href="https://gme.one/display/b64.aHR0cHM6Ly9nb2RvdGVuZ2luZS5vcmcvYXJ0aWNsZS9kZXYtc25hcHNob3QtZ29kb3QtMy0xLWFscGhhLTM" target="_blank" rel="nofollow noopener" >status</a>X-ZOT:53d104f48a58c4117df1cb3f5762c3e31c20ab1134dd08fb2904845188878b46@gme.one2018-12-12T23:22:51Z2018-12-12T23:22:51Zhttp://activitystrea.ms/schema/1.0/likehttp://activitystrea.ms/schema/1.0/notehttps://godotengine.org/article/dev-snapshot-godot-3-1-alpha-3Dev snapshot: Godot 3.1 alpha 3<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-3" target="_blank" rel="nofollow noopener" >Dev snapshot: Godot 3.1 alpha 3</a><br /><br />Already more than a month since <a href="https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-2" target="_blank" rel="nofollow noopener" >our previous alpha</a>, yet we haven't been idle in the meantime. Hundreds of fixes and enhancements have been done in the <em>master</em> branch, which we are pleased to bring to you as Godot <strong>3.1 alpha 3</strong>. This new development snapshot brings us one step closer to the <em>beta</em> stage, which we should reach before Christmas.<br /><br />Contrarily to our <a href="https://godotengine.org/article/maintenance-release-godot-3-0-6" target="_blank" rel="nofollow noopener" >3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href="https://godotengine.org/devblog" target="_blank" rel="nofollow noopener" >our past devblogs</a>. It's been over 10 months since the 3.0 release and over 5,000 commits, so expect a lot of nice things in the final 3.1 version!<br /><br />The <em>alpha</em> stage corresponds for us to a <em>feature freeze</em> (see <a href="https://github.com/godotengine/godot/issues/21490" target="_blank" rel="nofollow noopener" >announcement on GitHub</a>), which means that we will no longer consider pull requests with new features for merge in the <em>master</em> branch, and that until Godot 3.1 is released. This way, we can focus on what we already have, finish and polish the major features which are still in progress (e.g. OpenGL ES 2.0 support), and fix many of the old and new bugs reported by the community.<br /><br />Development snapshots will continue to be released regularly to continuously test the <em>master</em> branch and make sure that it keeps getting more stable, reliable and ready for production.<br /><br /><h2>Disclaimer</h2><br /><strong>IMPORTANT: This is an <a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha" target="_blank" rel="nofollow noopener" ><em>alpha</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><br /><br />There is still a long way of bug fixing and usability improvement until we can release the stable version. This release is exclusively for testers who are already familiar with Godot and can report the issues they experience <a href="https://github.com/godotengine/godot/issues/" target="_blank" rel="nofollow noopener" >on GitHub</a>.<br /><br />There is also no guarantee that projects started with the alpha 3 build will still work in later builds, as we reserve the right to do necessary breaking adjustments up to the <em>beta</em> stage (albeit compatibility breaking changes at this stage should be very minimal, if any).<br /><br /><strong>Note:</strong> New Godot users should not use this build to start their learning. <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" >Godot 3.0.x</a> is our current stable branch and still receives frequent updates.<br /><br /><h2>The features</h2><br />Release notes are not written yet, but you can refer to the <a href="https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123d14f" target="_blank" rel="nofollow noopener" >detailed changelog</a> that our contributor <a href="https://github.com/Calinou" target="_blank" rel="nofollow noopener" >Hugo Locurcio</a> is working on.<br /><br />As mentioned previously, <a href="https://godotengine.org/devblog" target="_blank" rel="nofollow noopener" >our past devblogs</a> should also give you an idea of the main highlights of the upcoming release.<br /><br />This alpha 3 comes with an impressive amount of bug fixes all around the engine, with Juan spending most of the month of November focusing on that. See this <a href="https://www.patreon.com/posts/23181942" target="_blank" rel="nofollow noopener" >Patreon post</a> for details on what happened since alpha 2.<br /><br />Documentation writers are hard at work to catch up with the new features, and the <a href="http://docs.godotengine.org/en/latest/" target="_blank" rel="nofollow noopener" ><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<br /><br /><h2>Downloads</h2><br />The download links are not featured on the <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" >Download</a> page for now to avoid confusion for new users. Instead, browse one of our download repository and fetch the editor binary and export templates that matches your platform:<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://downloads.tuxfamily.org/godotengine/3.1/alpha3" target="_blank" rel="nofollow noopener" >Classical</a><li><a href="https://downloads.tuxfamily.org/godotengine/3.1/alpha3/mono" target="_blank" rel="nofollow noopener" >Mono (<em>alpha</em> C# support)</a> - you need Mono SDK <strong>5.12.0</strong> for this alpha (5.14 or newer won't work)</ul><strong>IMPORTANT:</strong> Make backups of your Godot 3.0 projects before opening them in any 3.1 development build. Once a project has been opened in 3.1, its <code class="inline-code">project.godot</code> file will be updated to a new format for input mappings which is not compatible with Godot 3.0 - the latter will thus refuse to open a 3.1 project. Moreover, using new 3.1 features in your project means that you can't go back to 3.0, unless you do the necessary work to remove the use of those features. So either test 3.1-alpha3 on a copy of your 3.0 projects, or start new projects with it.<br /><br /><strong>Note:</strong> This release is still called &quot;3.1.alpha&quot; internally, same as previous alphas and daily builds from the master branch. This means that the export templates share the same installation folder, yet you have to make sure to replace any &quot;3.1.alpha&quot; templates you currently have installed with the ones from the alpha 3 distribution.<br /><br /><h2>Bug reports</h2><br />There are still hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug" target="_blank" rel="nofollow noopener" >bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues may not be critical for the 3.1 release and may end up be retargeted to a later release to allow releasing Godot 3.1 in the near future.<br /><br />As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the <a href="https://github.com/godotengine/godot/issues" target="_blank" rel="nofollow noopener" >existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<br /><br /><em>The illustration picture is from <a href="https://twitter.com/Samdzeq" target="_blank" rel="nofollow noopener" >Samuele Zolfanelli</a>'s </em><a href="https://dazel.itch.io/gumgem" target="_blank" rel="nofollow noopener" >Gumgem</a><em>, a great-looking 2D game developed for the A Game By Its Cover 2018 jam. A big update is upcoming, be sure to follow their work!</em>https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-3http://activitystrea.ms/schema/1.0/personhttps://urho3d.github.io/https://urho3d.github.io/Urho3Dhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedClinically Dead is released on Steam<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://urho3d.github.io/showcases/2018/12/08/Clinically-Death-showcase.html" target="_blank" rel="nofollow noopener" >Clinically Dead is released on Steam</a><br /><br />Clinically Dead, the game which uses Urho3D as code base is released on Steam. It is a first person puzzle game, created by a one-man studio from Poland, the production offers unique experiences referring to the state of clinical death, unconventional and challenging puzzles as well as a psychedelic visual setting.<br /><br /> <span class='oembed video'><a href="https://youtube.com/watch?v=nMxLbjezEkY" onclick="this.innerHTML=Base64.decode('PGlmcmFtZSAgc2Nyb2xsaW5nPSJubyIgaGVpZ2h0PSIzMTkiIHdpZHRoPSI0NjUiIHNyYz0iaHR0cHM6Ly9zb2NpYWwuZnJlZWdhbWVkZXYubmV0L29lbWJlZC9hSFIwY0hNNkx5OTViM1YwZFdKbExtTnZiUzkzWVhSamFEOTJQVzVOZUV4aWFtVjZSV3RaIiBhbGxvd2Z1bGxzY3JlZW4gZnJhbWVib3JkZXI9Im5vIiA+RW1iZWRkZWQgY29udGVudDwvaWZyYW1lPg=='); return false;" style="float:left; margin: 1em; position: relative;">
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<br><br /><a href='https://youtube.com/watch?v=nMxLbjezEkY' rel='oembed'>Clinically Dead - game trailer 2018</a><br /> by Pawe&#322; Mogi&#322;a on YouTube<br style='clear:left'></span><br />Clinically Dead was in the making for the last 4 years, and Mogila Games studio, which was created by Paweł Mogiła (the creator of, among others, the logical platformer Grimind), was in charge of the production. The storyline concerns death – the last seconds of life and an unnatural flow of time. In Clinically Dead, the player faces a strange and surprising reality.<br /><br /><img style="max-width: 100%;" src="https://steamcdn-a.akamaihd.net/steam/apps/927840/ss_c551ce4a628869d47e2c5ca93ecfc1be3af9ffc6.1920x1080.jpg" alt="Image/photo" /><br /><br />The manipulation of space-time plays a decisive role. In Clinically Dead, movement itself affects time, and individual colors determine the time that is left. For example, the color blue means a low time value. The color red, however, is a large amount of time. We move not only in three standard directions, but also in the fourth, which is time.<br /><br /> <span class='oembed video'><a href="https://youtube.com/watch?v=WwYjgUQpcD8" onclick="this.innerHTML=Base64.decode('PGlmcmFtZSAgc2Nyb2xsaW5nPSJubyIgaGVpZ2h0PSIzMTkiIHdpZHRoPSI0NjUiIHNyYz0iaHR0cHM6Ly9zb2NpYWwuZnJlZWdhbWVkZXYubmV0L29lbWJlZC9hSFIwY0hNNkx5OTViM1YwZFdKbExtTnZiUzkzWVhSamFEOTJQVmQzV1dwblZWRndZMFE0IiBhbGxvd2Z1bGxzY3JlZW4gZnJhbWVib3JkZXI9Im5vIiA+RW1iZWRkZWQgY29udGVudDwvaWZyYW1lPg=='); return false;" style="float:left; margin: 1em; position: relative;">
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<br><br /><a href='https://youtube.com/watch?v=WwYjgUQpcD8' rel='oembed'>Clinically Dead - game mechanics explained</a><br /> by Pawe&#322; Mogi&#322;a on YouTube<br style='clear:left'></span><br />Clinically Dead offers a total of about 4-6 hours of fun based on psychedelic reality, manipulation of space-time and demanding puzzles.<br /><br />If for some people the coloring of the game is too bright, they can take advantage of an additional option (a so-called anti-psychedelic filter) and reduce the intensity of colors accordingly.X-ZOT:https://urho3d.github.io/showcases/2018/12/08/Clinically-Death-showcase2018-12-08T00:00:00Z2018-12-08T00:00:00Zhttp://activitystrea.ms/schema/1.0/posthttps://urho3d.github.io/showcases/2018/12/08/Clinically-Death-showcasehttp://activitystrea.ms/schema/1.0/personhttps://opengameart.org/bloghttps://opengameart.org/blogBloghttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOGA3 front page layout feedback<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://opengameart.org/content/oga3-front-page-layout-feedback" target="_blank" rel="nofollow noopener" >OGA3 front page layout feedback</a><br /><br />The initial rough layout for the front page for the new OGA3 layout is viewable at <a href="http://199.180.155.219/" target="_blank" rel="nofollow noopener" >http://199.180.155.219</a><br /><br />Any feedback is appreciated.<br /><br />Source code for the theme is located at <a href="https://github.com/OpenGameArt/OpenGameArt-OGA3-Theme" target="_blank" rel="nofollow noopener" >https://github.com/OpenGameArt/OpenGameArt-OGA3-Theme</a> any patches are welcome!X-ZOT:91764 at https://opengameart.org2018-12-05T14:31:45Z2018-12-05T14:31:45Zhttp://activitystrea.ms/schema/1.0/post91764 at https://opengameart.orghttp://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedCocos Creator v2.1.0 released! (Hint: 3D)<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-1-0-released-hint-3d/44715" target="_blank" rel="nofollow noopener" >Cocos Creator v2.1.0 released! (Hint: 3D)</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote><h1>Cocos Creator v2.1.0 Release Notes</h1><br /><strong>Cocos Creator</strong> <strong>v2.1</strong>, adds support for 3D features such as: <strong>3D model rendering</strong>, <strong>3D Camera</strong>, <strong>3D skeletal animation</strong>, and <strong>3D point selection</strong>. The <strong>Cocos Creator</strong> editor now natively supports parsing 3D model files in <strong>FBX format</strong>. It’s that simple, no additional workflow is required!<br /><br />In the previous version, v2.0, <strong>Cocos Creator</strong> had used a <strong>Cocos3D</strong> based 3D renderer to officially introduce 3D support. The addition of 3D features can greatly enrich the expressiveness of 2D games, reduce the resource overhead of 2D games, and bring more imagination and ideas to expand games.<br /><br />However, it should be emphasized that the target users of <strong>Cocos Creator</strong> is still 2D game development, and the <strong>2D game is still the core</strong> service of <strong>Cocos Creator 2.x</strong>. We will continue to optimize the development experience and basic performance of 2D games, and gradually increase the 3D functions suitable for integration into 2D games. Therefore, <strong>Cocos Creator</strong> does not allow a pure 3D game, which is the goal of <strong>Cocos3D</strong>. <strong>Cocos Creator’s</strong> development path is closer to 2.5D.<br /><br />This is not the first time <strong>Cocos</strong> has upgraded the engine from 2D to 3D. A few years ago, <strong>Cocos2d-x</strong> expanded to the 3D space and accumulated a lot of experience. It also produced a very good game concept like <em>Sword and Home</em>. However, at that time, 3D functions were piled up on a very heavy 2D renderer, and there was no editor support. It was not widely recognized by the market. This time, <strong>Cocos Creator</strong> is based on <strong>Cocos3D’s</strong> 3D renderer, which has a lot of 3D stability and guarantees a seamless editor experience.<br /><br /><h2>Follow-up Version Notice</h2><br /><strong>v2.0 will continue to be maintained, native platform performance will be optimized as soon as possible</strong><br /><br /><strong>v2.0</strong> and <strong>v2.1</strong> will grow together over a period of time.<strong>v2.0</strong> will continue to be maintained, adding more performance optimizations and bug fixes. We will soon be beta testing v2.0.7. In v2.0.7 the rendering performance of the engine has been optimized, especially <strong>Spine</strong> and <strong>DragonBones</strong>. Also, the performance has been greatly improved.<br /><br /><strong>v2.1 iterations will be more aggressive</strong><br /><br />Compared with <strong>v2.0</strong>, the upgrade cycle of <strong>v2.1</strong> will mainly focus on 3D features. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us on our forums. This allows us and our 3D partners to provide support.Since v2.1 is a very new version, we will speed up the iteration and try to meet the needs of developers. In particular, <strong>currently v2.1.0 version still does not support 3D scene editing, only the 3D parameters can be set in the property inspector</strong>. We will be releasing <strong>v2.1.1</strong> in the near future to support 3D scene editing, material systems and optimizing the 3D development process.<br /><br /><h1>Complete list of changes (compared to v2.0.5)</h1><br /><h2>What’s New</h2><br /><strong>3D Node</strong><br />In <strong>v2.1</strong>, newly created <code class="inline-code">Node</code> objects are still 2D by default. When needed, you only need to click the 2.5D button at the top right of the <code class="inline-code">Node</code> to switch to <strong>3D mode</strong>. After switching, you can edit the <strong>z axis</strong>. See <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/3d/3d-node.html" target="_blank" rel="nofollow noopener" >3D Node</a>.<br /><br /><strong>3D Camera</strong><br />Like <code class="inline-code">Node</code>, <code class="inline-code">Camera</code> is also divided into two modes. When you add a <code class="inline-code">Camera</code> component to a normal 2D node, it becomes a 2D Camera. When you switch <code class="inline-code">Node</code> to <strong>3D mode</strong>, <code class="inline-code">Camera</code> will also enter <strong>3D mode</strong>, and then you can edit <code class="inline-code">Camera's</code> <strong>FOV</strong> and other parameters in <strong>3D mode</strong>.<br /><br /><strong>3D model import</strong><br />Currently, <strong>Cocos Creator</strong> supports importing 3D model formats for a very wide range of <strong>.fbx</strong> files. <strong>.fbx</strong> is the de-facto standard in 3D modeling software. The process of importing is very simple, just drag the <strong>.fbx</strong> model into the <strong>Explorer</strong> and wait a few moments for the import to complete. After the import is completed, you can see that the imported model is a folder that can be expanded in <strong>Explorer</strong>. When importing the model, the editor will automatically parse the content of the model and generate a <strong>Prefab</strong>, a <strong>Grid</strong>, a <strong>Bone Animation</strong> and other resources. See <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/3d/import-model.html" target="_blank" rel="nofollow noopener" >Import Models</a><br /><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/9/e9f4bb2c1f77a432452ef5bd03aa6849f0765f6e.png" target="_blank" rel="nofollow noopener" ><img src="http://discuss.cocos2d-x.org/uploads/default/optimized/3X/e/9/e9f4bb2c1f77a432452ef5bd03aa6849f0765f6e_1_491x500.png" style="width: 100%; max-width: 491px;" alt="Image/photo" /></a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/9/e9f4bb2c1f77a432452ef5bd03aa6849f0765f6e.png" target="_blank" rel="nofollow noopener" >s_D5EB83DE4EB14ED7F4E0412694594BEA563C6F613AB6CAC04191666891BDD83C_1543326015234_image.png844x858 92.7 KB</a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/9/e9f4bb2c1f77a432452ef5bd03aa6849f0765f6e.png" target="_blank" rel="nofollow noopener" ></a><br /><br /><strong>Mesh Renderer Component</strong><br />Mesh Renderer is used to draw grid resources. See <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/3d/mesh-renderer.html" target="_blank" rel="nofollow noopener" >Mesh Renderer</a>.<br /><br /><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/9/d/9dfca1c23dea20cd123da113d0323bd07b98d94e.png" style="width: 100%; max-width: 508px;" alt="Image/photo" /><br /><br /><strong>Bone Animation Component</strong><br />The <strong>Skeletal Animation</strong> component inherits from the <strong>Animation</strong> component. The <strong>Skeletal Animation</strong> component is not much different from the <strong>Animation</strong> component. The exception is the <strong>Skeletal Animation</strong> component uses a clip that can only be a <strong>Skeletal Animation</strong> clip. The <strong>Skeletal Animation</strong> component is automatically added to the model’s Prefab when it is imported. See <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/3d/skeleton-animation.html" target="_blank" rel="nofollow noopener" >Bone Animation Component</a> for details.<br /><br /><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/b/5/b5ff9d1aa18074ee861d4f910629f18b166c6225.png" style="width: 100%; max-width: 454px;" alt="Image/photo" /><br /><br />For more 3D instructions, please consult the documentation <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/3d/index.html" target="_blank" rel="nofollow noopener" >3D System</a>.<br /><br /><strong>Optimize automatic gallery build speed</strong><br /><strong>v2.1</strong> greatly optimizes the speed of auto-atlas construction. If the atlas has not changed, the results of the last build are used.<br /><br /><strong>Further improve rendering performance</strong><br />Between <strong>v2.0</strong> compared to <strong>v1.x</strong>, there are some cases where the engine does not render batches, resulting in an increase in draw calls. <strong>v2.1</strong> re-optimized these conditions. If the previous <strong>color</strong> or <strong>opacity</strong> cannot be batch processed, <strong>sliced</strong> and <strong>non-sliced</strong> share the same texture and cannot be batched. The problem that the <strong>opacity</strong> 0 node still occupies the draw call is solved.<br /><br /><strong>Add simulator debugging function</strong><br />In the <strong>Project Settings</strong> -&gt; <strong>Preview Run Panel</strong>, the <strong>Open simulator debugger panel</strong> option and the <strong>Wait for debugger connect</strong> option have been added. The purpose of the <strong>Open simulator debugger panel</strong> option is to automatically open the debug window when the simulator previews the project. The <strong>Wait for debugger connect</strong> option is used to suspend the boot process until the debugger connection is complete for debugging the load process.<br /><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/5/3/53aa4edf4aeebbf248b170301fa41c4842a9dee9.png" target="_blank" rel="nofollow noopener" ><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/5/3/53aa4edf4aeebbf248b170301fa41c4842a9dee9.png" style="width: 100%; max-width: 555px;" alt="Image/photo" /></a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/5/3/53aa4edf4aeebbf248b170301fa41c4842a9dee9.png" target="_blank" rel="nofollow noopener" >s_D5EB83DE4EB14ED7F4E0412694594BEA563C6F613AB6CAC04191666891BDD83C_1543327234476_image.png584x526 14.5 KB</a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/5/3/53aa4edf4aeebbf248b170301fa41c4842a9dee9.png" target="_blank" rel="nofollow noopener" ></a><br /><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/2/6/26ace32fcb53e9aa4679a723b08c879e1514c376.png" target="_blank" rel="nofollow noopener" ><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/2/6/26ace32fcb53e9aa4679a723b08c879e1514c376.png" style="width: 100%; max-width: 645px;" alt="Image/photo" /></a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/2/6/26ace32fcb53e9aa4679a723b08c879e1514c376.png" target="_blank" rel="nofollow noopener" >s_D5EB83DE4EB14ED7F4E0412694594BEA563C6F613AB6CAC04191666891BDD83C_1543327279764_image.png679x526 24.7 KB</a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/2/6/26ace32fcb53e9aa4679a723b08c879e1514c376.png" target="_blank" rel="nofollow noopener" ></a><br /><br /><strong>Texture Auto Compression</strong><br />The compression required by the texture can be set directly in the editor, and <strong>Cocos Creator</strong> will automatically compress the texture when the project is published. Exporting multiple image formats simultaneously on the web is supported. The engine will automatically download the appropriate format according to the different browsers. See <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/asset-workflow/compress-texture.html" target="_blank" rel="nofollow noopener" >Compressed Textures</a> for details.<br /><br /><h2>Enhancements</h2><br /><h3>Editor</h3><ul class="listbullet" style="list-style-type: circle;"><li><em>Dashboard</em> is closed when the project is opened, and automatically opened when the project is closed.<li><em>Dashboard</em> will automatically record the last created project path.<li>Optimize the preview of the Button under the editor.<li>Optimize the way Button Click Event indexes components, avoiding the loss of indexes after scripts are renamed.<li>QQ light game construction allows direct packaging of zip files for uploading servers.<li>The new plug-in mall automatically prompts the user to install after the plug-in download is completed.<li>When building a WeChat mini-game main domain project, the subdomain will not be emptied again.<li>Modify the API Level selected by default when building the Android platform to the current highest level (Target API Level).<li>The node path bar in the scene editor is removed, and the node path can be obtained through the node right-click menu of the hierarchy manager.<li>The animation editor defaults to Constant curves for values ​​of type cc.Enum and cc.Integer, without interpolation.<li>Animation editor key frame addition and deletion experience optimization.<li>The optimization engine automatically compiles the experience.<li>Added a series of other experience optimizations.</ul><h3>Engine</h3><ul class="listbullet" style="list-style-type: circle;"><li>[UI] Added the affectedByScale property to the Layout component. If the developer wants the scaling of the Layout subnode to affect the layout, you can turn it on manually.<li>[UI] supports fnt files in XML format.<li>[UI] The Content Size of the node will be refreshed immediately when the Label node is onEnable.<li>[UI] When the target of Button is not defined, the current node will be used by default.<li>[UI] ToggleContainer adds a checkEvents event property similar to Toggle, which fires only when Toggle’s isChecked state becomes true.<li>[Action] Added support for four actions of <code class="inline-code">cc.Rotate3DTo, cc.rotate3DTo, cc.Rotate3DBy, cc.rotate3DBy</code>.<li>[Native] Rejoined WebView and VideoPlayer support removed in v2.0.0 on iOS and Android platforms.<li>[Native] The Mac native platform switches to the V8 engine. If you need to use JSC, you need to manually modify the macro. For details, see <a href="https://github.com/cocos-creator/cocos2d-x-lite/pull/1515" target="_blank" rel="nofollow noopener" >#1515</a>.<li>[Native] Add the missing key and length properties of the native platform LocalStorage, see <a href="https://github.com/cocos-creator/cocos2d-x-lite/pull/1371" target="_blank" rel="nofollow noopener" >#1371</a>.<li>[Native] Adopts Pinyin input behavior unified with Android on iOS native platform, does not retain input of unfinished pinyin.<li>[Android] Upgrade Android compilation to NDK r16+ Clang, and compile Android pre-compiled library with Clang.<li>[Android] Upgrade the Android build tool to configure Gradle to 4.4, plugin to 3.1.4. (Gradle 4.6 has a known issue that will cause resource packaging to fail).<li>[Android] Optimize Android input box experience.<li>[Android] Squeeze Android empty package body, the minimum package body is reduced from 7.0MB to 6.3MB.<li>[Web] Increase transparency support for WebView on the web platform.<li>[Web] Optimized display position of WebView components.<li>[Web] Optimizing the performance of VideoPlayer on the X5 browser.<li>[Wechat] Supports getting the res and referrerInfo parameters passed to the platform when responding to the cc.game.EVENT_SHOW event on WeChat games.<li>[VideoPlayer] Optimized the performance of VideoPlayer full-screen playback.</ul><h2>Bug Fixes</h2><br /><h3>Editor</h3><ul class="listbullet" style="list-style-type: circle;"><li>Fix an issue where the animation editor node list may not be updated.<li>Fix the problem of selecting the RichText subnode in the scene editor.<li>Fixed an issue where the error code always returned 0 when building a project using the command line, whether or not an error occurred.<li>Fixing the background of the mesh in the scene editor will penetrate above some translucent images, causing some differences in color and runtime.<li>The editor will report an error when repairing an external drag resource to an invalid location in the resource manager.<li>Fixed remote server ip getting error when publishing Android Instant platform.</ul><h3>Engine</h3><ul class="listbullet" style="list-style-type: circle;"><li>[Core] Problem with activeInHierarchy being true after fixing node destroy.<li>[Core] Fix filter in RenderTexture, premultiply alpha setting is invalid.<li>[Core] Fixed an issue where the scene introduced by the plugin could not be loaded.<li>[Web] Fixed a problem with white afterimages on Chrome 69, 70. (Since 2.0)<a href="https://github.com/cocos-creator/engine/pull/3357" target="_blank" rel="nofollow noopener" >#3357</a>.<li>[UI] Fix Button may have some state invalidation when multiple states are superimposed on each other.<li>[UI] Fix LabelOutline setting invalid color problem.<li>[UI] Fixed an issue where setting Toggle.isChecked to be invalid in the start method.<li>[UI] Fix the problem that the LabelOutline component is not synchronized when the state is modified.<li>[Animation] Fixed an issue where the parameters of AnimationState might be parsed as a string type.<li>[QQPlay] Fix the problem that QQ light game does not respond to the background background switching event.<li>[QQPlay] Fix the problem that the font will become very small if you use italics on QQ light games.<li>[QQPlay] Fix the problem that the QQ light game can’t replay when the lock screen re-enters or the front and back switches.<li>[QQPlay] Fixes the problem of the ended event after the audio setCurrentTime is fixed <a href="https://github.com/cocos-creator/engine/pull/3373" target="_blank" rel="nofollow noopener" >#3373</a>.<li>[Native] Fix native platform connection <a href="http://socket.io/" target="_blank" rel="nofollow noopener" >socket.io</a> server may report Bad Request error.<li>[Native] Fix iOS and Android can’t detect gravity sensor.<li>[Native] Fix iOS call cc.game.restart Restart the game and then enter text will crash.<li>[Native] Fixing the problem that the opacity attribute of Label on Windows native platform does not work.<li>[Native] Fixed an issue where Android could not listen to onKeyUp.<li>[Native] Fix the problem that the Android phone will fail to load if the built-in SSL certificate expires.<li>[Native] Fixed an issue where server redirection was not supported when downloading images from Android native platform <a href="https://github.com/cocos-creator/cocos2d-x-lite/pull/1584" target="_blank" rel="nofollow noopener" >#PR</a>.<li>[Physics] Fixed an issue where <code class="inline-code">MouseJoint</code> failed to respond to touch cancel.<li>[Spine] Fixes the problem that textures may be lost when Spine is reloaded under Mask.</ul><h2>MIGRATION GUIDE</h2><br /><strong>v2.1 upgrade considerations</strong><ul class="listbullet" style="list-style-type: circle;"><li>Node’s <code class="inline-code">rotation</code> related API has been marked as deprecated, and the runtime will prompt to upgrade to <code class="inline-code">angle</code>. See <a href="http://docs.cocos2d-x.org/creator/2.1/manual/en/3d/3d-node.html" target="_blank" rel="nofollow noopener" >3D Node - Node API Upgrade</a>.<li>The NDK version of Android needs to be upgraded to <code class="inline-code">r16</code> or the compilation will fail.</ul><strong>WeChat game open data domain</strong><br />Starting with <strong>v2.0.1</strong>, <strong>Cocos Creator</strong> upgraded the open data domain solution, see <a href="http://docs.cocos2d-x.org/creator/manual/en/publish/publish-Wechatgame-sub-domain.html" target="_blank" rel="nofollow noopener" >Access Game Open Data Domain</a>.<br /><br /><strong>v2.0 Upgrade Guide</strong><br />See the <a href="http://docs.cocos2d-x.org/creator/manual/en/release-notes/upgrade-guide-v2.0.html" target="_blank" rel="nofollow noopener" >v2.0 Upgrade Guide</a>.<br /><br /><strong>Resource upgrade</strong><br />Since <strong>v1.10</strong>, <strong>Cocos Creator</strong> has refactored the underlying resource types. Most projects are not affected, but some projects may receive some warnings. For details, please refer to <a href="http://docs.cocos2d-x.org/creator/manual/en/release-notes/raw-asset-migration.html" target="_blank" rel="nofollow noopener" >v1.10 Resource Upgrade Guide</a>.<hr /><h3>Downloads</h3><br /><a href="http://cocos2d-x.org/filedown/CocosCreator_v2.1.0_mac" target="_blank" rel="nofollow noopener" >v2.10 for macOS</a><br /><a href="http://cocos2d-x.org/filedown/CocosCreator_v2.1.0_win" target="_blank" rel="nofollow noopener" >v2.10 for Windows</a><br /><br /><h3>3D Example</h3><br />After downloading <strong>v2.10</strong>, create a new example project and open the case under <code class="inline-code">assets/cases/3d</code> to experience the 3D features.</blockquote> <br />Posts: 2<br /><br />Participants: 1<br /><br /><a href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-1-0-released-hint-3d/44715" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-447152018-11-29T20:48:39Z2018-11-29T20:48:39Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44715http://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember Engine Features (Part 6 (and last, for now)): Planets rendering demoA new Castle Game Engine demo shows rendering of an Earth, Moon and a satellite (exported from Blender with normal maps), and animating their transformations by code. This demo was created thanks to the support of Doug Chamberlin on Patreon. Thank you!<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/29/november-part-6-planets-rendering-demo/" target="_blank" rel="nofollow noopener" >November Engine Features (Part 6 (and last, for now)): Planets rendering demo</a><br /><br /><a href="https://castle-engine.io/wp/2018/11/29/november-part-6-planets-rendering-demo/screenshot-of-selection-at-2018-11-26-064556/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/Screenshot-of-selection-at-2018-11-26-064556-200x116.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><br />A new <em>Castle Game Engine</em> demo shows rendering of an Earth, Moon and a satellite (exported from Blender with normal maps), and animating their transformations by code.<br /><br />This demo was created thanks to the support of <em>Doug Chamberlin</em> on <a href="https://www.patreon.com/castleengine" target="_blank" rel="nofollow noopener" >Patreon</a>. Thank you!X-ZOT:https://castle-engine.io/wp/?p=8652018-11-29T11:00:53Z2018-11-29T11:00:53Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=865http://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedHappy 8th Anniversary Cocos!<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/happy-8th-anniversary-cocos/44704" target="_blank" rel="nofollow noopener" >Happy 8th Anniversary Cocos!</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote>December 1 marks the 8th anniversary of Cocos!<br /><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/8/e8c75dc660360b45252793f088141df08f95f57f.jpeg" target="_blank" rel="nofollow noopener" ><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/8/e8c75dc660360b45252793f088141df08f95f57f.jpeg" style="width: 100%; max-width: 690px;" alt="Image/photo" /></a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/8/e8c75dc660360b45252793f088141df08f95f57f.jpeg" target="_blank" rel="nofollow noopener" >E574D451-8271-45D9-B51D-C46B360C2B9A.jpeg800x400 65.9 KB</a><br /><a href="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/8/e8c75dc660360b45252793f088141df08f95f57f.jpeg" target="_blank" rel="nofollow noopener" ></a><br /><br />We want to thank you, the developers, for using our engine and tools and giving us a reason to exist.<br /><br />Also, please join me in thanking <a href="http://discuss.cocos2d-x.org/u/walzer" target="_blank" rel="nofollow noopener" >@walzer</a>. Without his vision and determination this once hobby game engine wouldn’t be number 2 by market share worldwide.</blockquote> <br />Posts: 3<br /><br />Participants: 2<br /><br /><a href="http://discuss.cocos2d-x.org/t/happy-8th-anniversary-cocos/44704" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-447042018-11-29T04:48:39Z2018-11-29T04:48:39Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44704http://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember Engine Features (Part 5): Sprites (example and tool to create sprite sheets), examine camera improvementsA new example how to render sprites using the TSprite class was added: look in the examples/sprite_sheets/sprite_sheet_animation directory. Also, a simple tool to create a sprite sheet from a sequence of images is now available in the examples/sprite_sheets/combine_images_into_sprite_sheet directory. New features of TExamineCamera: Disable rotations by MouseButtonRotate, MouseButtonZoom. Zooming works with orthogonal camera (in which … <br /><br /><a href="https://castle-engine.io/wp/2018/11/28/november-engine-features-part-5-sprites-example-and-tool-to-create-sprite-sheets-examine-camera-improvements/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/28/november-engine-features-part-5-sprites-example-and-tool-to-create-sprite-sheets-examine-camera-improvements/" target="_blank" rel="nofollow noopener" >November Engine Features (Part 5): Sprites (example and tool to create sprite sheets), examine camera improvements</a><br /><br /><a href="https://castle-engine.io/wp/2018/11/28/november-engine-features-part-5-sprites-example-and-tool-to-create-sprite-sheets-examine-camera-improvements/hero_sprite_sheet_24fps/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/hero_sprite_sheet_24fps-200x219.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/11/28/november-engine-features-part-5-sprites-example-and-tool-to-create-sprite-sheets-examine-camera-improvements/screenshot-from-2018-11-24-06-49-40/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/Screenshot-from-2018-11-24-06-49-40-200x117.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><ul class="listdecimal" style="list-style-type: decimal;"><li><br />A new example how to render sprites using the <a href="https://castle-engine.io/apidoc-unstable/html/CastleGLImages.TSprite.html" target="_blank" rel="nofollow noopener" >TSprite</a> class was added: look in the <a href="https://github.com/castle-engine/castle-engine/tree/master/examples/sprite_sheets/sprite_sheet_animation" target="_blank" rel="nofollow noopener" >examples/sprite_sheets/sprite_sheet_animation</a> directory.<br /><br />Also, a simple tool to create a sprite sheet from a sequence of images is now available in the <a href="https://github.com/castle-engine/castle-engine/tree/master/examples/sprite_sheets/combine_images_into_sprite_sheet" target="_blank" rel="nofollow noopener" >examples/sprite_sheets/combine_images_into_sprite_sheet</a> directory.<li><br />New features of <a href="https://castle-engine.io/apidoc-unstable/html/CastleCameras.TExamineCamera.html" target="_blank" rel="nofollow noopener" >TExamineCamera</a>:<ul class="listdecimal" style="list-style-type: decimal;"><li><br />Disable rotations by <a href="https://castle-engine.io/apidoc-unstable/html/CastleCameras.TExamineCamera.html#RotationEnabled%22" target="_blank" rel="nofollow noopener" >RotationEnabled</a><li><br />Configure mouse buttons by <a href="https://castle-engine.io/apidoc-unstable/html/CastleCameras.TExamineCamera.html#MouseButtonRotate%22" target="_blank" rel="nofollow noopener" >MouseButtonRotate</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleCameras.TExamineCamera.html#MouseButtonMove%22" target="_blank" rel="nofollow noopener" >MouseButtonMove</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleCameras.TExamineCamera.html#MouseButtonZoom%22" target="_blank" rel="nofollow noopener" >MouseButtonZoom</a>.<li><br />Zooming works with orthogonal camera (in which case we need to scale the model, as moving camera closer/further away doesn’t have any visible effect). </ul><li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleLog.html#LogFileName" target="_blank" rel="nofollow noopener" >LogFileName</a> allows to easily configure log destination. </ul>X-ZOT:https://castle-engine.io/wp/?p=8402018-11-28T11:00:22Z2018-11-28T11:00:22Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=840http://activitystrea.ms/schema/1.0/personhttps://opengameart.org/bloghttps://opengameart.org/blogBloghttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOGA2 Site Source Code Released!<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://opengameart.org/content/oga2-site-source-code-released" target="_blank" rel="nofollow noopener" >OGA2 Site Source Code Released!</a><br /><br />The source code for the custom OGA2 modules, as well as the OGA2 theme and the new OGA3 site, are all now hosted on GitHub!<br /><br />For anyone interested you can find it at <a href="https://github.com/opengameart" target="_blank" rel="nofollow noopener" >https://github.com/opengameart</a>X-ZOT:91145 at https://opengameart.org2018-11-28T00:55:37Z2018-11-28T00:55:37Zhttp://activitystrea.ms/schema/1.0/post91145 at https://opengameart.orghttp://activitystrea.ms/schema/1.0/personhttps://gme.one/channel/yahananxieyahananxiehttps://gme.one/channel/yahananxieyahananxieYuki (雪亮) 🇵🇭 🏙️http://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feed<a class="zrl" href="https://gme.one/channel/yahananxie" target="_blank" rel="nofollow noopener" >Yuki (雪亮) 🇵🇭 🏙️</a> likes <a class="zrl" href="https://opengameart.org/blog" target="_blank" rel="nofollow noopener" >Blog</a>'s <a class="zrl" href="https://gme.one/display/b64.OTExNDUgYXQgaHR0cHM6Ly9vcGVuZ2FtZWFydC5vcmc" target="_blank" rel="nofollow noopener" >status</a>X-ZOT:f6e1a104a19551d569567a2f1b46be9df5c7436ced60d8e6fc29a6a2ea0b4e9e@gme.one2018-11-28T01:16:26Z2018-11-28T01:16:26Zhttp://activitystrea.ms/schema/1.0/likehttp://activitystrea.ms/schema/1.0/note91145 at https://opengameart.orgOGA2 Site Source Code Released!<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://opengameart.org/content/oga2-site-source-code-released" target="_blank" rel="nofollow noopener" >OGA2 Site Source Code Released!</a><br /><br />The source code for the custom OGA2 modules, as well as the OGA2 theme and the new OGA3 site, are all now hosted on GitHub!<br /><br />For anyone interested you can find it at <a href="https://github.com/opengameart" target="_blank" rel="nofollow noopener" >https://github.com/opengameart</a>91145 at https://opengameart.orghttp://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember Engine Features (Part 4): CastleSettings.xml, DPI scaling, cleaner component paletteYou can create a file called CastleSettings.xml to define some UI properties, like UI scaling and default font. This file allows your game and CGE editor to use the same settings (e.g. same default font). In your game just call Window.Container.LoadSettings('castle-data:/CastleSettings.xml'); to load these settings. DPI scaling is now better. TCastleWindowCustom.Dpi and TUIContainer.Dpi (“dots per … <br /><br /><a href="https://castle-engine.io/wp/2018/11/27/november-engine-features-part-4-castlesettings-xml-dpi-scaling-cleaner-component-palette/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/27/november-engine-features-part-4-castlesettings-xml-dpi-scaling-cleaner-component-palette/" target="_blank" rel="nofollow noopener" >November Engine Features (Part 4): CastleSettings.xml, DPI scaling, cleaner component palette</a><br /><br /><a href="https://castle-engine.io/wp/2018/11/27/november-engine-features-part-4-castlesettings-xml-dpi-scaling-cleaner-component-palette/screenshot-from-2018-11-25-03-43-58/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/Screenshot-from-2018-11-25-03-43-58-200x114.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><ul class="listdecimal" style="list-style-type: decimal;"><li><br />You can create a file called <code class="inline-code">CastleSettings.xml</code> to define some UI properties, like UI scaling and default font. This file <a href="https://github.com/castle-engine/castle-engine/blob/master/tools/castle-editor/EDITOR_SETTINGS.md" target="_blank" rel="nofollow noopener" >allows your game and CGE editor to use the same settings (e.g. same default font)</a>. In your game just call <code class="inline-code">Window.Container.LoadSettings('castle-data:/CastleSettings.xml');</code> to load these settings.<li><br />DPI scaling is now better.<br /><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleWindow.TCastleWindowCustom.html#Dpi" target="_blank" rel="nofollow noopener" >TCastleWindowCustom.Dpi</a> and <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TUIContainer.html#Dpi" target="_blank" rel="nofollow noopener" >TUIContainer.Dpi</a> (<em>“dots per inch”</em>, aka <em>“pixels per inch”</em>) is now correct in all situations, on all backends. This includes GTK, WinAPI, X11 and LCL backends (in addition to the previous Android and iOS). It is also now valid for TCastleControl.<br /><br />Note that in some cases (desktops), this property is configurable by user, and actually means “a user preference how should the user interface be scaled”. Only in some cases (on mobile devices) it actually reflects the physical dimensions of the screen (pixels per physical inch).<br /><br />Moreover, you have a new option to scale user interface: <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.html#TUIScaling" target="_blank" rel="nofollow noopener" >usDpiScale</a>. This is great for desktop applications. It follows the auto-scaling of Lazarus LCL applications.<li>The <em>“Castle”</em> component palette in <em>Lazarus</em> is now much cleaner.<br />It now contains only visual components that make most sense to be dropped on a Lazarus form: <a href="https://castle-engine.io/apidoc-unstable/html/CastleControl.TCastleControl.html" target="_blank" rel="nofollow noopener" >TCastleControl</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleControl.TCastle2DControl.html" target="_blank" rel="nofollow noopener" >TCastle2DControl, </a><a href="https://castle-engine.io/apidoc-unstable/html/CastleControl.TCastleControlCustom.html" target="_blank" rel="nofollow noopener" >TCastleControlCustom</a>. Plus non-visual dialog components.<br /><br />Previously, it contained a lot of other CGE components, that were not visualized at design-time in Lazarus. Having them on a component palette was probably more confusing than useful — e.g. you could drop TCastleButton on a Lazarus form, but (surprisingly) it’s a non-visual component for Lazarus (as far as Lazarus LCL is concerned, because it’s actually rendered using OpenGL in CGE).<br /><br />The new <a href="https://github.com/castle-engine/castle-engine/blob/master/tools/castle-editor/README.md" target="_blank" rel="nofollow noopener" >CGE editor</a> is a solution to visually edit CGE user interface components, like TCastleButton.<br /><br />If you need backward compatibility, simply add <code class="inline-code">{$I CASTLE_REGISTER_ALL_COMPONENTS_IN_LAZARUS}</code> to the <code class="inline-code">src/castleconf.inc</code>. Reinstall the CGE packages, and the components will appear back. But please note that this is a temporary workaround: In the future, you should either instantiate them by code, or design them using CGE editor and load as `UserInterfaceLoad(‘xxx.castle-user-interface’)`.</ul>X-ZOT:https://castle-engine.io/wp/?p=8352018-11-27T11:00:00Z2018-11-27T11:00:00Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=835http://activitystrea.ms/schema/1.0/personhttps://xoreos.org/https://xoreos.org/xoreoshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNot-Thanksgiving 2018<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://xoreos.org/blog/2018/11/26/not-thanksgiving-2018/" target="_blank" rel="nofollow noopener" >Not-Thanksgiving 2018</a><br /><br />Another year nears its end. <a href="https://xoreos.org/blog/2018/07/03/xoreos-0-dot-0-5-dawn-star-released/" target="_blank" rel="nofollow noopener" >After unfortunately skipping last year’s Not-Thanksgiving post</a>, we are, back to our regular yearly retrospection. For people new to xoreos: this series is a kind of introspective look into what happened with the xoreos project over the past year. I’m not in the USA, so I don’t observe Thanksgiving, but nevertheless, I do want to give thanks to all the great people working with me on xoreos, and supporting us in other ways.<br /><br /> <a href="https://xoreos.org/images/blog/20181125_malak.png" target="_blank" rel="nofollow noopener" ><img src="https://xoreos.org/images/blog/20181125_malak_t.png" style="width: 100%; max-width: 256px;" alt="Image/photo" />KotOR main menu with Darth Malak</a><br /><br />I already wrote <a href="https://xoreos.org/blog/2018/07/03/xoreos-0-dot-0-5-dawn-star-released/" target="_blank" rel="nofollow noopener" >a combination introspective and release post back in July</a>, which gave some updates since the previous <a href="https://xoreos.org/blog/2016/11/24/not-thanksgiving-2016/" target="_blank" rel="nofollow noopener" >Not-Thanksgiving post in 2016</a>, so let’s see what happened since then:<ul class="listbullet" style="list-style-type: circle;"><li>After the release, I took a look at the different kind of “wavebanks” xoreos-supported games use, and implemented loaders for those. A wavebank is a collection of sound files packed into an archive, indexed by either a numerical or string ID. We have: <ul class="listbullet" style="list-style-type: circle;"><li><a href="https://github.com/xoreos/xoreos/blob/master/src/sound/xactwavebank.h" target="_blank" rel="nofollow noopener" >XACT WaveBank</a>, used by Jade Empire. There’s two versions, <a href="https://github.com/xoreos/xoreos/blob/master/src/sound/xactwavebank_binary.cpp" target="_blank" rel="nofollow noopener" >a binary one</a> (the original format, I assume) in the Xbox version, and <a href="https://github.com/xoreos/xoreos/blob/master/src/sound/xactwavebank_ascii.cpp" target="_blank" rel="nofollow noopener" >an ASCII one</a> in the Windows version.<li><a href="https://github.com/xoreos/xoreos/blob/master/src/sound/fmodsamplebank.h" target="_blank" rel="nofollow noopener" >FMOD SampleBank</a>, used in Dragon Age: Origins.<li><a href="https://github.com/xoreos/xoreos/blob/master/src/sound/wwisesoundbank.h" target="_blank" rel="nofollow noopener" >Wwise SoundBank</a>, used in Dragon Age II.</ul><li>However, “wavebanks” are just one part of the coin. They’re used together with sound and event definitions, which tell you <em>how</em> to play the waves in the wavebank, including looping, sequencing and filters. These are still mostly missing. <a href="https://github.com/xoreos/xoreos/pull/362" target="_blank" rel="nofollow noopener" >Nostritius has started</a> <a href="https://github.com/xoreos/xoreos/pull/367" target="_blank" rel="nofollow noopener" >looking at FMOD Event files, FEV</a>, though.<li>Next, I looked at the Android versions of Knights of the Old Republic and Jade Empire. I found that they contain packed data in archives. I added <a href="https://github.com/xoreos/xoreos-tools/blob/master/src/unobb.cpp" target="_blank" rel="nofollow noopener" >a tool to xoreos-tools, unobb</a>, that can extract these. I also added probes for the extracted data files to xoreos.<li>Nostritius also <a href="https://github.com/xoreos/xoreos/pull/337" target="_blank" rel="nofollow noopener" >added a probe for the Xbox version of Dragon Age: Origins</a>, and we added support for its data file differences. <ul class="listbullet" style="list-style-type: circle;"><li>For the Xbox version of Dragon Age II, <a href="https://github.com/xoreos/xoreos/issues/335" target="_blank" rel="nofollow noopener" >we’re still missing information on its ERF compression</a>.</ul><li>seedhartha, in the mean time, <a href="https://github.com/xoreos/xoreos/pull/341" target="_blank" rel="nofollow noopener" >restructured the engine code to store object references in scripts and containers as IDs</a>, instead of plain pointers. This is necessary to correctly implement the DestroyObject script function, for example, without accidentally accessing the objects afterwards.<li>Nostritius notified me that I had the wrong string encoding table set up for Jade Empire. <a href="https://github.com/xoreos/xoreos/commit/9e991c76d" target="_blank" rel="nofollow noopener" >We fixed that</a>. Now non-English versions of Jade Empire should work correctly.<li>Nostritius also <a href="https://github.com/xoreos/xoreos/pull/319" target="_blank" rel="nofollow noopener" >made Malak appear in the KotOR menu</a>, and implemented <a href="https://github.com/xoreos/xoreos/pull/312" target="_blank" rel="nofollow noopener" >GUI scaling for KotOR</a> <a href="https://github.com/xoreos/xoreos/pull/374" target="_blank" rel="nofollow noopener" >and KotOR2</a>.<li>Nostritius wrote several new tools for xoreos-tools: a <a href="https://github.com/xoreos/xoreos-tools/pull/25" target="_blank" rel="nofollow noopener" >packer and unpacker for The Witcher save files</a>, a <a href="https://github.com/xoreos/xoreos-tools/pull/26" target="_blank" rel="nofollow noopener" >KEY/BIF packer</a>, and a <a href="https://github.com/xoreos/xoreos-tools/pull/27" target="_blank" rel="nofollow noopener" >xml2gff tool</a> (which means he had to write a <a href="https://github.com/xoreos/xoreos/pull/300" target="_blank" rel="nofollow noopener" >GFF3 writer</a>, which will be very useful in the future).<li>I bumped the C++ version for xoreos-tools to C++11. This is kind of a test run for xoreos proper. In the future, I plan to C++11-ify the codebase quite a bit.<li>rjshae took <a href="https://github.com/xoreos/xoreos-tools/pull/1" target="_blank" rel="nofollow noopener" >asr1 WIP code</a> to fix the non-standard XML files NWN2 uses for its GUI <a href="https://github.com/xoreos/xoreos-tools/pull/24" target="_blank" rel="nofollow noopener" >and brought it up to speed</a>. This means the way to implement the NWN2 GUI is now clear(er).<li>rjshae also <a href="https://github.com/xoreos/xoreos/pull/372" target="_blank" rel="nofollow noopener" >fixed up our common trap/trigger code</a>, and <a href="https://github.com/xoreos/xoreos/pull/377" target="_blank" rel="nofollow noopener" >partially implemented triggers for NWN2</a>.<li>Nostritius started implementing support for the <a href="https://github.com/xoreos/xoreos/pull/294" target="_blank" rel="nofollow noopener" >Flash-based</a> <a href="https://github.com/xoreos/xoreos/pull/373" target="_blank" rel="nofollow noopener" >ScaleForm GFx</a>, which the two Dragon Age games use for their GUI.<li>seedhartha took mirv’s WIP shader-based renderer and <a href="https://github.com/xoreos/xoreos/pull/381" target="_blank" rel="nofollow noopener" >turned it into a clean PR</a>, which I then merged. This means, mirv can now continue working on the new renderer in-tree, with hopefully smaller, more easily reviewable PRs to come.<li>Finally, clone2727 reorganized our <a href="https://github.com/xoreos/xoreos/compare/d9d2c3f87e20cbe95d98fcb33dc7ff31ef79e92d%5E...9bc09deee719121ddd064a6534f0c6018e276416" target="_blank" rel="nofollow noopener" >audio</a> and <a href="https://github.com/xoreos/xoreos/compare/cc67f12b36b6f34445a62e1959c244e9fac77b38%5E...25975d5e44e6445f0146e1f54d38f86f2a1fd620" target="_blank" rel="nofollow noopener" >video decoding code</a>.</ul> <a href="https://xoreos.org/images/blog/20181125_dao.png" target="_blank" rel="nofollow noopener" ><img src="https://xoreos.org/images/blog/20181125_dao_t.png" style="width: 100%; max-width: 256px;" alt="Image/photo" />WIP Dragon Age: Origins main menu</a><br /><br />Quite a lot, right? :)<br /><br />Of course, there’s still things in progress, among them:<ul class="listbullet" style="list-style-type: circle;"><li>mirv is continuing work on the new renderer.<li>Supermanu is <a href="https://github.com/xoreos/xoreos/pull/211" target="_blank" rel="nofollow noopener" >working on pathfinding</a>.<li>Nostritius is furthering our ScaleForm GFx reimplementation.</ul>xoreos wouldn’t be what it is without the help of a lot of great people, for whom I am thankful.<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://github.com/rjshae" target="_blank" rel="nofollow noopener" >rjshae</a>, for taking up work on NWN2 in xoreos.<li><a href="https://github.com/asr1" target="_blank" rel="nofollow noopener" >asr1</a>, for starting the NWN2 XML fixer, that’s now in xoreos-tools.<li><a href="https://github.com/seedhartha" target="_blank" rel="nofollow noopener" >seedhartha</a>, for working on KotOR and getting the renderer rewrite mergeable.<li><a href="https://github.com/mirv-sillyfish" target="_blank" rel="nofollow noopener" >mirv</a>, for doing the renderer rewrite in the first place.<li><a href="https://github.com/Nostritius" target="_blank" rel="nofollow noopener" >Nostritius</a>, for doing a heck of a lot of different things in xoreos.<li><a href="https://github.com/clone2727" target="_blank" rel="nofollow noopener" >clone2727</a>, for keeping me grounded.<li><a href="http://aluigi.altervista.org/" target="_blank" rel="nofollow noopener" >Luigi Auiremma</a>, for all his research and tools.<li><a href="https://github.com/Supermanu" target="_blank" rel="nofollow noopener" >Supermanu</a>, for his pathfinding work.<li><a href="https://github.com/Farmboy0" target="_blank" rel="nofollow noopener" >Farmboy0</a>, for his help and advice.<li>The people at <a href="https://www.gamingonlinux.com/" target="_blank" rel="nofollow noopener" >GamingOnLinux</a>, a great community for, well, Gaming on Linux.<li>Linux porters like <a href="http://flibitijibibo.com/" target="_blank" rel="nofollow noopener" >flibitijibibo</a>, <a href="https://icculus.org/" target="_blank" rel="nofollow noopener" >icculus</a> and <a href="https://cheeseness.itch.io/" target="_blank" rel="nofollow noopener" >Cheeseness</a>, for providing this much-needed service and also being all-around good people.<li>A myriads of other people I probably forgot, because I’m bad at remembering.</ul>Hopefully, the future will bring even more movement into this little project. If <em>you</em> would like to help with that, then please, feel free to <a href="https://wiki.xoreos.org/index.php?title=Contact_us" target="_blank" rel="nofollow noopener" >contact us</a>! :)X-ZOT:https://xoreos.org/blog/2018/11/26/not-thanksgiving-20182018-11-26T21:49:00Z2018-11-26T21:49:00Zhttp://activitystrea.ms/schema/1.0/posthttps://xoreos.org/blog/2018/11/26/not-thanksgiving-2018http://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember Engine Features (Part 3): User interface classes (checkbox, refer to embedded design, …)New and improved user interface controls: New TCastleCheckbox shows a standard checkbox with a caption. It supports the standard properties and events, like Checked, Caption, OnChange and so on. I also recommend TCastleCheckbox implementation as a demo of implementing a component by composing some other internal components. In this case, TCastleCheckbox is realized as 2x … <br /><br /><a href="https://castle-engine.io/wp/2018/11/26/november-engine-features-part-3-user-interface-classes-checkbox-refer-to-embedded-design/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/26/november-engine-features-part-3-user-interface-classes-checkbox-refer-to-embedded-design/" target="_blank" rel="nofollow noopener" >November Engine Features (Part 3): User interface classes (checkbox, refer to embedded design, …)</a><br /><br /><a href="https://castle-engine.io/wp/2018/11/26/november-engine-features-part-3-user-interface-classes-checkbox-refer-to-embedded-design/screenshot-of-selection-at-2018-11-25-031009/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/Screenshot-of-selection-at-2018-11-25-031009-200x116.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/?attachment_id=859" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/Screenshot-from-2018-11-25-03-43-58-200x114.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><br />New and improved user interface controls:<ul class="listdecimal" style="list-style-type: decimal;"><li><br />New <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleCheckbox.html" target="_blank" rel="nofollow noopener" >TCastleCheckbox</a> shows a standard checkbox with a caption. It supports the standard properties and events, like <code class="inline-code">Checked</code>, <code class="inline-code">Caption</code>, <code class="inline-code">OnChange</code> and so on.<br /><br />I also recommend <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleCheckbox.html" target="_blank" rel="nofollow noopener" >TCastleCheckbox</a> implementation as a demo of implementing a component by composing some other internal components. In this case, <code class="inline-code">TCastleCheckbox</code> is realized as 2x <code class="inline-code">TCastleImageControl</code> and <code class="inline-code">TCastleLabel</code> instances. This is much easier <em>and</em> more powerful than drawing everything in the component <code class="inline-code">Render</code> method yourself.<li><br />A new UI control <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleDesign.html" target="_blank" rel="nofollow noopener" >TCastleDesign</a> allows to reference a <code class="inline-code">xxx.castle-user-interface</code> file. This is especially useful inside the editor, to visually see one <code class="inline-code">xxx.castle-user-interface</code> file embedded inside another <code class="inline-code">yyy.castle-user-interface</code>.<br /><br />From code, it is usually more straightforward to load designs using <a href="https://castle-engine.io/apidoc-unstable/html/CastleComponentSerialize.html#UserInterfaceLoad" target="_blank" rel="nofollow noopener" >UserInterfaceLoad</a> global function, than to use <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleDesign.html" target="_blank" rel="nofollow noopener" >TCastleDesign</a>.<li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleLabel.html" target="_blank" rel="nofollow noopener" >TCastleLabel</a> is now by default black. This makes it consistent with other UI controls (that generally assume “dark text over light background”), and avoids a confusion when default <code class="inline-code">TCastleLabel</code> isn’t visible over default <code class="inline-code">TCastleRectangleColor</code> (as they were both pure white, in previous engine version). <br /><br />On a related note, <a href="https://castle-engine.io/apidoc-unstable/html/CastleSceneManager.TCastleSceneManager.html" target="_blank" rel="nofollow noopener" >TCastleSceneManager</a> no longer has pure black background, it has very dark gray (0.1, 0.1, 0.1, 1) background. This way pure black things are clearly visible over it. See <a href="https://github.com/castle-engine/castle-engine/wiki/Upgrading-to-Castle-Game-Engine-6.6" target="_blank" rel="nofollow noopener" >Upgrading to Castle Game Engine 6.6</a> for detailed reasoning.<li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleScrollView.html" target="_blank" rel="nofollow noopener" >TCastleScrollView</a> received a number of fixes.<li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleVerticalGroup.html" target="_blank" rel="nofollow noopener" >TCastleVerticalGroup</a> and <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleHorizontalGroup.html" target="_blank" rel="nofollow noopener" >TCastleHorizontalGroup</a> have now configurable <code class="inline-code">AutoSize</code> and by default zero <code class="inline-code">Padding</code> and <code class="inline-code">Spacing</code> (more intuitive).<li><br />You can now activate <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleImageControl.html#DetectScaleFromUrl" target="_blank" rel="nofollow noopener" >TCastleImageControl.DetectScaleFromUrl</a>. This affects how the auto-scaling works, and detects special filenames like <code class="inline-code">xxx@2x.png</code>. If you load an image file called <code class="inline-code">xxx@2x.png</code> with size 20×20, and set <code class="inline-code">DetectScaleFromUrl</code> to <code class="inline-code">true</code>, then the automatically calculated control size will be 10×10 (2x smaller than the actual image size).<br /><br />This is a very useful trick to provide “upscaled” images that work with any UI scaling.<li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleButton.html#CustomColorPressed" target="_blank" rel="nofollow noopener" >TCastleButton.CustomColorXxx</a> allows to configure button look by a solid color.<li><br />The <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleEdit.html" target="_blank" rel="nofollow noopener" >TCastleEdit</a> has a number of new features:<ul class="listdecimal" style="list-style-type: decimal;"><li><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleEdit.html#Placeholder" target="_blank" rel="nofollow noopener" >Placeholder</a> text with <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleEdit.html#PlaceholderColor" target="_blank" rel="nofollow noopener" >PlaceholderColor</a><li><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleEdit.html#PasswordChar" target="_blank" rel="nofollow noopener" >PasswordChar</a> to present password-input fields,<li><a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleEdit.html#OnChange" target="_blank" rel="nofollow noopener" >OnChange event</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleEdit.html#AutoSize" target="_blank" rel="nofollow noopener" >AutoSize property</a>. </ul></ul>X-ZOT:https://castle-engine.io/wp/?p=8312018-11-26T11:00:05Z2018-11-26T11:00:05Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=831http://activitystrea.ms/schema/1.0/personhttps://opengameart.org/bloghttps://opengameart.org/blogBloghttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOGA Email<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://opengameart.org/content/oga-email" target="_blank" rel="nofollow noopener" >OGA Email</a><br /><br />There was an issue with sending email on OGA, the issue should be resolved now.<br /><br />Please let us know if you experience any issues moving forward.X-ZOT:91073 at https://opengameart.org2018-11-26T05:42:24Z2018-11-26T05:42:24Zhttp://activitystrea.ms/schema/1.0/post91073 at https://opengameart.orghttp://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember Engine Features (Part 2): TCastleUserInterface (borders, culling, clipping, events…)A lot of work to improve our main user interface class TCastleUserInterface (formerly called TUIControl), from which all other UI controls descend: Border and BorderColor allow to draw borders around any UI control. Transparent borders are also incredibly useful, to add space around the control, or to reserve free space for sibling controls. For example, … <br /><br /><a href="https://castle-engine.io/wp/2018/11/25/november-engine-features-part-2-tcastleuserinterface-borders-culling-clipping-events/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/25/november-engine-features-part-2-tcastleuserinterface-borders-culling-clipping-events/" target="_blank" rel="nofollow noopener" >November Engine Features (Part 2): TCastleUserInterface (borders, culling, clipping, events…)</a><br /><br /><a href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/attachment/3/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/3-200x113.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/11/25/november-engine-features-part-2-tcastleuserinterface-borders-culling-clipping-events/attachment/6/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/6-200x114.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><br />A lot of work to improve our main <strong>user interface</strong> class <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html" target="_blank" rel="nofollow noopener" >TCastleUserInterface</a> (formerly called <code class="inline-code">TUIControl</code>), from which all other UI controls descend:<ul class="listdecimal" style="list-style-type: decimal;"><li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#Border" target="_blank" rel="nofollow noopener" >Border</a> and <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#BorderColor" target="_blank" rel="nofollow noopener" >BorderColor</a> allow to draw borders around any UI control. Transparent borders are also incredibly useful, to add space around the control, or to reserve free space for sibling controls. For example, this allows to set one control to have height equal to 100 pixels, and the other control to just “fill the rest of the parent”.<br /><br />Borders work reliably in all circumstances. Including when you adjust size using <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#AutoSizeToChildren" target="_blank" rel="nofollow noopener" >AutoSizeToChildren</a>, or <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#FullSize" target="_blank" rel="nofollow noopener" >FullSize</a>, or <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#WidthFraction" target="_blank" rel="nofollow noopener" >WidthFraction</a> or <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#HeightFraction" target="_blank" rel="nofollow noopener" >HeightFraction</a>.<li><br />To adjust size to a given percent of the parent, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#WidthFraction" target="_blank" rel="nofollow noopener" >WidthFraction</a> and <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#HeightFraction" target="_blank" rel="nofollow noopener" >HeightFraction</a> are now available.<br /><br />The <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#EffectiveRect" target="_blank" rel="nofollow noopener" >EffectiveRect</a> documentation summarizes various sizing options.<li><br />To better control the <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#AutoSizeToChildren" target="_blank" rel="nofollow noopener" >AutoSizeToChildren</a> effects, we added new <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#AutoSizeToChildrenPaddingRight" target="_blank" rel="nofollow noopener" >AutoSizeToChildrenPaddingRight</a> and <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#AutoSizeToChildrenPaddingTop" target="_blank" rel="nofollow noopener" >AutoSizeToChildrenPaddingTop</a>.<li><br />Any control can now clip <em>overflowing</em> children by using <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#ClipChildren" target="_blank" rel="nofollow noopener" >ClipChildren</a>.<li><br />Turn on <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#Culling" target="_blank" rel="nofollow noopener" >Culling</a> to optimize the case when a resource-intensive control is often off-screen (and thus doesn’t need to be rendered or process other events).<br /><br />This also matters if the control is outside of the parent scrollable view (<a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleScrollView.html" target="_blank" rel="nofollow noopener" >TCastleScrollView</a>) or other parent with <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#ClipChildren" target="_blank" rel="nofollow noopener" >ClipChildren</a>. This is very useful when creating a large number of children inside <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleScrollView.html" target="_blank" rel="nofollow noopener" >TCastleScrollView</a>.<li><br />We have optimized and improved internal measuring of the control. It now uses an internal (protected) <code class="inline-code">PreferredSize</code> method, and is cached for some brief moments (during rendering), and is secured from recursive loop (in case the parent’s size depends on the child, but the child’s size depends on the parent).<li><br />A number of events are now available: <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TInputListener.html#OnPress" target="_blank" rel="nofollow noopener" >OnPress</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TInputListener.html#OnRelease" target="_blank" rel="nofollow noopener" >OnRelease</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TInputListener.html#OnMotion" target="_blank" rel="nofollow noopener" >OnMotion</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TInputListener.html#OnUpdate" target="_blank" rel="nofollow noopener" >OnUpdate</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#OnRender" target="_blank" rel="nofollow noopener" >OnRender</a>. These allow to react to UI events without creating new descendants of each UI class.<li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#SetTransient" target="_blank" rel="nofollow noopener" >SetTransient</a> allows to mark the component as internal. This is useful for internal components of <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleCheckbox.html" target="_blank" rel="nofollow noopener" >TCastleCheckbox</a> or <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleDesign.html" target="_blank" rel="nofollow noopener" >TCastleDesign</a>.</ul>X-ZOT:https://castle-engine.io/wp/?p=8202018-11-25T11:00:27Z2018-11-25T11:00:27Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=820http://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedNovember Engine Features (Part 1): Editor (anchors, 9-slices rulers, copy-paste…), documentationCastle Game Engine Editor improvements: Visually edit anchors. Anchors are incredibly important when using our user-interface — they allow you to position controls such that they work regardless of the window size (and UI scaling, if you use it). Visually adjust TCastleImageControl.ProtectedSides. This allows to configure rendering of images using 3×3 (9-slices) algorithm. The editor … <br /><br /><a href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/" target="_blank" rel="nofollow noopener" >November Engine Features (Part 1): Editor (anchors, 9-slices rulers, copy-paste…), documentation</a><br /><br /><a href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/attachment/1/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/1-200x114.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/attachment/2/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/2-200x113.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/attachment/5/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/5-200x114.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/11/24/november-engine-features-part-1-editor-anchors-9-slices-rulers-copy-paste-documentation/attachment/7/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/11/7-200x114.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><ul class="listdecimal" style="list-style-type: decimal;"><li><br /><a href="https://github.com/castle-engine/castle-engine/blob/master/tools/castle-editor/README.md" target="_blank" rel="nofollow noopener" >Castle Game Engine Editor</a> improvements:<ul class="listdecimal" style="list-style-type: decimal;"><li><br />Visually edit anchors. Anchors are incredibly important when using our user-interface — they allow you to position controls such that they work regardless of the window size (and <a href="https://castle-engine.io/manual_2d_user_interface.php#section_scaling" target="_blank" rel="nofollow noopener" >UI scaling</a>, if you use it).<li><br />Visually adjust <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleImageControl.html#ProtectedSides" target="_blank" rel="nofollow noopener" >TCastleImageControl.ProtectedSides</a>. This allows to configure rendering of images using 3×3 (9-slices) algorithm. The editor now shows the “rulers” that split image into 3×3 parts with different scaling.<li><br />Copy-pasting of component within the editor is possible. This way you can quickly duplicate a component hierarchy, or move it between various designs.<li><br /><a href="https://castle-engine.io/apidoc-unstable/html/CastleComponentSerialize.TSerializedComponent.html" target="_blank" rel="nofollow noopener" >TSerializedComponent</a> is an alternative approach to deserializing design files. (<code class="inline-code">xxx.castle-user-interface</code>, <code class="inline-code">xxx.castle-transform</code>) It’s powerful when you need to instantiate the same file multiple times. This way the file is loaded only once (at <code class="inline-code">TSerializedComponent.Create</code> call) and you can instantiate it many times fast (using <code class="inline-code">TSerializedComponent.UserInterfaceLoad</code> method). </ul><li>Additions to the documentation:<ul class="listdecimal" style="list-style-type: decimal;"><li><br /><a href="https://castle-engine.io/x3d_extensions_mirror_plane.php" target="_blank" rel="nofollow noopener" >Making mirrors on flat objects, using X3D nodes</a>.<li><br /><a href="https://github.com/castle-engine/castle-engine/wiki/Upgrading-to-Castle-Game-Engine-6.6" target="_blank" rel="nofollow noopener" >Upgrading to the (upcoming) Castle Game Engine 6.6</a> — this page lists known places where we (reluctantly) had to break compatibility, and that you will have to adjust when upgrading your games from engine 6.4 to 6.6.<li><br /><a href="https://github.com/castle-engine/castle-engine/wiki/fpcupdeluxe#cross-compilation-to-android" target="_blank" rel="nofollow noopener" >fpcupdeluxe instructions enhanced with AArch64 (64-bit Android devices) information</a> </ul></ul>X-ZOT:https://castle-engine.io/wp/?p=8112018-11-24T11:00:30Z2018-11-24T11:00:30Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=811http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedGodot Patreon and Goals updated, help us hire Pedro Estebanez<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/future-patreon-and-donations" target="_blank" rel="nofollow noopener" >Godot Patreon and Goals updated, help us hire Pedro Estebanez</a><br /><br /><h2>A year with Patreon and Donations</h2><br />It has been a year since we started actively <a href="https://www.patreon.com/godotengine" target="_blank" rel="nofollow noopener" >asking for donations</a> on Patreon (and other means). Thanks to that, I could work paid for an entire year so far (which has resultend in dozens of new features and helping a huge amount of contributors). <br /><br />Thanks to that, also, Rémi could also work full time since March and help ease the big chaos of our large number of contributors, as well as many of his dedicated project manager tasks which, as you can see, keep growing and growing:<br /><br /><img style="max-width: 100%;" src="https://godotengine.org/storage/app/uploads/public/5bb/7e3/ff4/5bb7e3ff41c9f043648353.jpg" alt="Image/photo" /><br /><br />And we could also hire Thomas Herzog to work heavily in both GDNative and OpenGL ES 2.0, which allowed us to lift a huge amount of work from our shoulders. This port is now almost complete and will be ready by the time 3.1 comes out.<br /><br />Thanks to our very generous patrons, Godot 3.1 will be an amazing release, further closing the feature gap with the main commercial game engines and improving enormously on usability.<br /><br /><h2>Managing the money</h2><br />So far, each time we proposed something, our community has been very generous matching the Patron goals. We and everyone using Godot are very thankful. We always tried to be responsible and always ask only for the money we need.<br /><br />The few times there was excess money, we tried to use it to help contributors cover their travel expenses every time we meet (usually one or two times a year during GodotCons, we mostly live far away from each other). Being able to meet face to face is incredibly productive as we can fix issues together, do improvements on plan features in a lot more efficient way. Many of the features implemented during this year were planned during Godotcon 2018 in February.<br /><br />As always, we do everything through the <a href="https://sfconservancy.org/" target="_blank" rel="nofollow noopener" >Software Freedom Conservancy</a>, to ensure everyone that money is used transparently and for the benefit of the project. There is zero discretional fund management in our donations.<br /><br /><h2>Making better use of donations</h2><br />We discussed all this year how we could make better use of donations (as in, so far besides hiring me and Rémi). We are always afraid to ask for more (even though our community keeps growing) because we want to warrant that the money will be used efficiently and fairly.<br /><br />While doing part time hires worked well up to now, we don't feel weel that this is fair to the community as these hires don't always work in areas that benefit everyone who is donating. <br /><br />At the same time, we are still short on developers who can work more as generalists, diving into most Godot subsystems and doing fixes and improvements. This can be evidenced by the large amount of issues <a href="https://github.com/godotengine/godot/issues/21855" target="_blank" rel="nofollow noopener" >assigned to me</a>. As many of our contributors come and go (as in, for different life reasons they can only contribute only for a limited amount of time or at a limited time of the year), we lack more time from veteran developers who can do work as needed in the many different engine areas. This often makes me and the other generalists the bottleneck when fixing issues for stabilizing the engine for new releases.<br /><br />Added to this, Godot 3.1 will be a release that will cover a much wider surface area of what our users expect, so we are not that much in need of new features any longer. The only really big feature needed is porting rendering to Vulkan, due to the evidenced decay in OpenGL support (deprecated on Apple, constanty worsening driver support, etc). Other than that, Godot needs mostly polish, smaller features, optimization and improving what is already there the most.<br /><br />As a result, we believe it will be in the best interest of the project and community to change the focus and instead try to be able to hire some of our more veteran contributors full time. Given their industry experience and the fact that they will quit a very good paying job to work for us all day, the cost will be considerably higher. Still, we believe this will be very worthy and should help speed up the project development a lot more (specially all the polish and fixing most of the complex issues remaining).<br /><br /><h2>Asking for a raise</h2><br />Besides the above, both Rémi and I will be asking you, the community, for a small raise. We are currently at 3000usd/month (though you have to consider we pay our own taxes, which are pretty expensive in the countries where we live and have our families, and that Conservancy -like any charity- takes a 10% cut of the gross income too). <br /><br />On paper, on our contract with Conservancy, we are working 6 hours per day when in reality we work close to twice that much. We work weekdays like a regular job, and we also work on weekends (because this is when most Godot contributors have free time and we need to be there to help them the most), thus, entirely devoting our lifes to the project. As soon as funds are available, we will ask Conservancy to raise our work hours on paper from 6 to 8 (so, from USD 3000 to 4000) and not ask for further raises unless project funds grow considerably and we can hire a good amount of other full time contributors.<br /><br /><h2>Funding for new features</h2><br />As we will try to make sure that donations go mostly to finance overall development, bug fixing and polish, the community may still be interested in financing specific features (as in, latest VR headset, raytracing, latest C# version or tool, etc), which are generaly not of so much priority in our roadmap.<br /><br />Many Godot features are already financed by third parties directly. Companies like Gamblify, Microsoft or Mozilla continue to hire our contributors to work on them. Following this logic, in case some part of our community really wants to focus on a specific feature and wants to pay for it, we were thinking that separate crowdfundings could be set up if enough interest exists. This could allow hiring a contributor or setting up a bounty and would go via a separate funding channel than the main one.<br /><br /><h2>Help us hire Pedro Estebanez!</h2><br />We now want to hire Pedro J. Estébanez (<a href="https://github.com/RandomShaper" target="_blank" rel="nofollow noopener" >RandomShaper</a>), a long time contributor who was worked on everything, from mobile support to rendering and onion skinning. Pedro is an experienced engineer who can work on anything, so he can maintain and improve areas of Godot that currently lack a dedicated maintainer. We need him to build a bug-free engine on all platforms and across our supported features. Help us reach the next goal to hire him full-time!<br /><br /><h2>Funding demo projects</h2><br />The Blender project has successfuly crowdfunded many open movies, where they use the donations to make an open source high quality movie for everyone to see and learn how it is made. In the same vein (though probably a bit more in the future when Godot featureset is more stable and we are focusing even more on polish and usability), we thought it could be really cool to explore this venue. <br /><br />Seeing the source code and asset workflow of big commercial games is a rarity, so opening up this process more to Godot users (and at the same time, ensuring Godot works as best as possible in these workflows) would definitely be fantastic.<br /><br /><h2>Corporate Sponsors</h2><br />Godot is always open to Corporate sponsors, as we believe that high quality, free and open source game technology is a vital asset to the game development world. Otherwise, a handful of companies will control who and how everyone makes games and then, the whole industry will have to pay tax to them in order to create content.<br /><br />Even if your company does not currently use Godot, or only plans to use it in the future, don't hesitate to become our sponsor and help make game development a place with more freedom for everyone.<br /><br /><h2>Future</h2><br />As always, thank you infinitely for your support. If you are not, and it's within your possibilities, consider <a href="https://www.patreon.com/godotengine" target="_blank" rel="nofollow noopener" >becoming our patron</a> and help make Godot better, faster.X-ZOT:https://godotengine.org/article/future-patreon-and-donations2018-11-23T00:00:00Z2018-11-23T00:00:00Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/future-patreon-and-donationshttp://activitystrea.ms/schema/1.0/personhttps://opengameart.org/bloghttps://opengameart.org/blogBloghttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOGA Site Upgrade!<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://opengameart.org/content/oga-site-upgrade" target="_blank" rel="nofollow noopener" >OGA Site Upgrade!</a><br /><br />After much deliberation, patching, etc it has been decided that the best way forward for Open Game Art is a site upgrade and redesign. A lot of the modules and otherwise that OGA has used over the years are quite long in the tooth or no longer supported making upgrades and fixing issues increasingly difficult. Unfortunately, OGA is running by a team of volunteers and the current developers of the site are unable to accomplish this by themselves in a reasonable time frame as the current site maintenance takes most of there availability.X-ZOT:90927 at https://opengameart.org2018-11-21T20:20:20Z2018-11-21T20:20:20Zhttp://activitystrea.ms/schema/1.0/post90927 at https://opengameart.orghttp://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedFixing tangents for accurate normal maps<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/fixing-tangents-accurate-normal-maps" target="_blank" rel="nofollow noopener" >Fixing tangents for accurate normal maps</a><br /><br />While normal maps have been a staple of the Godot render engine for years, new capabilities of the render engine introduced in Godot 3.1 also require the generation of tangents and bi-tangents (often refered to as binormals in engines' documentation) to function correctly.<br /><br />Tangents and bi-tangents are two vectors that together with the normal vector give enough orientation detail of a face to provide correct lighting. To save on space Godot uses the approach where only the tangents are store and bi-tangents are calculated by combining them with the normal vector. For this a direction flag is also included with each tangent.<br /><br />Support for these so far has been spotty. The new CSG nodes lacked support for generating the tangents, there were orientation issues when importing Collada or glTF files, and the new primitive meshes reversed the direction of these.<br /><br />We spent a great deal of time over the last week going through all these issues <a href="https://github.com/godotengine/godot/pull/23760" target="_blank" rel="nofollow noopener" >and correcting them</a>. All primitive meshes now generate correct tangents, all CSG nodes now support tangents, Sprite3D now supports tangents and the importers have been fixed.<br /><br /><img style="max-width: 100%;" src="https://godotengine.org/storage/app/uploads/public/5bf/54c/a51/5bf54ca51ea3d683171556.jpg" alt="Image/photo" /><br /><br />This does mean that if you've worked around the existing issues by inverting your normal maps on one or both axes, or by using the &quot;flip tangent&quot; or &quot;flip binormal&quot; settings within materials, you may need to undo these changes when you upgrade to the current master build or the upcoming 3.1 alpha 3.<br /><br /><em>Header picture derived from <a href="https://twitter.com/fracteed" target="_blank" rel="nofollow noopener" >fracteed</a>'s </em><a href="http://fracteed.com/godot.html" target="_blank" rel="nofollow noopener" >Parallax Heads</a><em> demo (CC-BY 4.0).</em>X-ZOT:https://godotengine.org/article/fixing-tangents-accurate-normal-maps2018-11-21T12:19:14Z2018-11-21T12:19:14Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/fixing-tangents-accurate-normal-mapshttp://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedThank You Patrons – here’s what we did in 2018!Before we go into Castle Game Engine 6.6 release (soon!), I wanted to thank people who support Castle Game Engine on Patreon 🙂 The engine is being developed thanks to your support! Here are some features done explicitly thanks to the requests from Patrons in 2018: Mirrors on flat surfaces. See the documentation here. A … <br /><br /><a href="https://castle-engine.io/wp/2018/11/19/thank-you-patrons-heres-what-we-did-in-2018/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/11/19/thank-you-patrons-heres-what-we-did-in-2018/" target="_blank" rel="nofollow noopener" >Thank You Patrons – here’s what we did in 2018!</a><br /><br /><a href="https://castle-engine.io/wp/2018/10/08/simple-water-using-castle-game-engine/shot0002/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/10/shot0002-200x113.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/06/16/easy-mirrors-on-flat-surfaces-more-progress/vlcsnap-2018-06-16-09h57m46s961/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/06/vlcsnap-2018-06-16-09h57m46s961-200x113.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/04/27/engine-improvements-prettier-lighting-with-separatediffusetexture-cross-platform-tcp-client-server-classes-enablephysics/aluminium-x3dv_0/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/04/aluminium.x3dv_0-200x151.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2018/03/21/animation-blending/screenshot-at-2018-03-21-054737/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2018/03/Screenshot-at-2018-03-21-054737-200x112.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2017/12/06/castle-game-engine-terrain-and-spawning-fun-wyrd-forest-demo/wyrd_forest_screen_0/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2017/12/wyrd_forest_screen_0-200x113.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2017/09/09/castle-game-engine-integration-with-kraft-physics-engine/physics/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2017/09/physics-200x116.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2017/10/14/shaders-unification-phong-shading-bump-mapping-and-commonsurfaceshader-on-mobile-100-modern-rendering-on-desktop/screenshot_20171014-154145/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2017/10/Screenshot_20171014-154145-200x356.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><a href="https://castle-engine.io/wp/2017/10/14/shaders-unification-phong-shading-bump-mapping-and-commonsurfaceshader-on-mobile-100-modern-rendering-on-desktop/screenshot_20171014-154024/" target="_blank" rel="nofollow noopener" ><img src="https://castle-engine.io/wp/wp-content/uploads/2017/10/Screenshot_20171014-154024-200x113.png" style="width: 100%; max-width: 200px;" alt="Image/photo" /></a><br />Before we go into Castle Game Engine 6.6 release (soon!), I wanted to thank people who <a href="https://www.patreon.com/castleengine" target="_blank" rel="nofollow noopener" >support Castle Game Engine on Patreon</a> <img style="max-width: 100%;" src="https://s.w.org/images/core/emoji/11/72x72/1f642.png" alt="Image/photo" /> The engine is being developed thanks to your support! Here are some features done explicitly thanks to the requests from Patrons in 2018:<ul class="listbullet" style="list-style-type: circle;"><li><strong>Mirrors on flat surfaces</strong>. See the <a href="https://castle-engine.io/x3d_extensions_mirror_plane.php" target="_blank" rel="nofollow noopener" >documentation here</a>. A first <a href="https://castle-engine.io/wp/2018/06/16/easy-mirrors-on-flat-surfaces-more-progress/" target="_blank" rel="nofollow noopener" >news post with a movie was here</a>, and it was later used to <a href="https://castle-engine.io/wp/2018/10/08/simple-water-using-castle-game-engine/" target="_blank" rel="nofollow noopener" >make nice water</a>.<li><br /><strong>“Separate diffuse” rendering mode</strong>, resulting in prettier specular highlights. See <a href="https://castle-engine.io/wp/2018/04/27/engine-improvements-prettier-lighting-with-separatediffusetexture-cross-platform-tcp-client-server-classes-enablephysics/" target="_blank" rel="nofollow noopener" >the news post</a>. BTW, you may also want to read the page <a href="https://github.com/castle-engine/castle-engine/wiki/How-to-make-rendering-prettier%3F" target="_blank" rel="nofollow noopener" >How to make rendering prettier?</a>.<li><br /><strong>Animation blending</strong>, also known as “cross-fading” between animations. See <a href="https://castle-engine.io/wp/2018/03/21/animation-blending/" target="_blank" rel="nofollow noopener" >the news post</a>. The demo is in <a href="https://github.com/castle-engine/castle-engine/tree/master/examples/play_animation" target="_blank" rel="nofollow noopener" >examples/play_animation/ directory in engine sources</a>.<li><br />And remember stuff we did in 2017 <img style="max-width: 100%;" src="https://s.w.org/images/core/emoji/11/72x72/1f642.png" alt="Image/photo" /><a href="https://castle-engine.io/wp/2017/04/28/support-for-specular-maps-and-more-in-view3dscene-blender-exporter-to-commonsurfaceshader/" target="_blank" rel="nofollow noopener" ><strong>CommonSurfaceShader</strong>, with specular and normal maps exorted from Blender</a>, <strong><a href="https://castle-engine.io/manual_physics.php" target="_blank" rel="nofollow noopener" >physics</a></strong>, <a href="https://castle-engine.io/wp/2017/12/10/wyrd-forest-game-demo-done/" target="_blank" rel="nofollow noopener" ><strong>“Wyrd Forest”</strong> demo</a>…</ul>Thank you!X-ZOT:https://castle-engine.io/wp/?p=8042018-11-19T23:39:25Z2018-11-19T23:39:25Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=804http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedWill your contribution be merged? Here's how to tell.<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/will-your-contribution-be-merged-heres-how-tell" target="_blank" rel="nofollow noopener" >Will your contribution be merged? Here's how to tell.</a><br /><br /><h2>Pull Request Worfklow</h2><br />Pull request workflow is great, because it allows proposing changes to the codebase in a way where they can be evaluated, reviewed (with feedback) and eventually merged or rejected. Despite this, a large amount of pull requests get rejected for reasons that are often unclear to new contributors.<br /><br />To avoid unnecesary work, this short article has some suggestions on what is desired and what is not, and the general rules for accepting or rejecting pull requests. <br /><br /><h2>Ask first</h2><br />Ask about what you want to do, by either <a href="https://github.com/godotengine/godot/issues/new" target="_blank" rel="nofollow noopener" >opening an issue</a>, or asking in #godotengine-devel irc channel (Freenode). This will defintely save you time and effort, as other contributors will better guide you on whether your proposal is desired or not (or what needs to be changed so it would).<br /><br /><h2>We refuse by default</h2><br />Contributions are considered rejected until proved useful. There are no hypotheticals here and we never accept something because <em>it might be useful</em>. Functionality is merged only when there is a valid and proven real-life <a href="https://en.wikipedia.org/wiki/Use_case" target="_blank" rel="nofollow noopener" >use case</a> for it. This means, that someone (and specially more than one user) needs this new functionality on their daily basis, in order to save considerable amounts of time or just because it's otherwise impossible to advance development without it.<br /><br />Again, hypothetical use cases are ignored most of the time, whereas real projects being worked on (and their needs) take the priority.<br /><br /><h2>Bloat accumulates quickly</h2><br />Please understand that we need to keep the engine size as small as possible. This ensures download on Steam, Mobile Stores or HTML5 as as smooth as possible. Adding features that will not be used (or seldom used when then can be easily worked around) just adds more weight to the engine.<br /><br />Even if a feature is small (say, a few kilobytes), we get several requests of them per week. If we were to accept/merge all of them as a general rule, Godot would grow several megabytes bigger over time.<br /><br />And even if size was not a problem, more code means more difficulty for potential contributors and users to understand how the engine works, as well as more potential surface areas for bugs. <br /><br />We really do our best effort to keep it simple and small, help us with this!<br /><br /><h2>General logic</h2><br />The following diagram shows the logic steps used to evaluate pull requests. If you can ask yourself the same questions, everyone's time will be saved.<br /><br /><img style="max-width: 100%;" src="https://godotengine.org/storage/app/uploads/public/5bf/336/251/5bf336251f0fb012041766.png" alt="Image/photo" /><br /><br />This can seem a bit confusing at first, so let's go over it question by question:<br /><br /><h4>Do you need it?</h4><br />Just adding a feature because it seems it would be cool does not cut it (Feel free to ask first, of course). As mentioned before, we are only interested in real-life <a href="https://en.wikipedia.org/wiki/Use_case" target="_blank" rel="nofollow noopener" >use cases</a>. This needs to be for a project being worked on (or for types of projects that are not possible without this feature).<br /><br /><h4>Does this feature cover a common use case?</h4><br />Is this something you need to use often for your project? will other users also find it often useful? If a feature covers a common use case and it's needed very often, then it may be worth considering for addition. <br /><br />Even if it's not needed often but implementing it from the user's side is difficult, then it may also be worth considering for addition.<br /><br />This is why the following question is also important..<br /><br /><h4>Can it be worked around with a few lines of code?</h4><br />If you don't need a feature that often (say, just a couple of times) and working it around can be done easily by writing a small amount of code, then there is no merit in integrating this as a new feature. It's better that this complexity goes on your side rather than ours.<br /><br /><h4>Can you program C++?</h4><br />It should be obvious from this article, but remember that, in open source, no one is obligued to do anything for anyone. If you can work on something yourself, feel free to do it and propose it. We will lend you a hand if you need!X-ZOT:https://godotengine.org/article/will-your-contribution-be-merged-heres-how-tell2018-11-19T00:00:00Z2018-11-19T00:00:00Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/will-your-contribution-be-merged-heres-how-tellhttp://activitystrea.ms/schema/1.0/personhttps://openmw.org/https://openmw.org/OpenMWhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOpenMW version 0.45 is in RC phaseGreetings! We just want to inform you all that OpenMW version 0.45 is finally in RC phase, which means it will soon™ be released to you all. One important thing, just so you don’t get too excited just yet: neither shadows nor recastnavigation (better AI pathfinding, basically) will be included in the release, even though […]<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://feedproxy.google.com/~r/openmw/~3/LSYFDo3IWqs/" target="_blank" rel="nofollow noopener" >OpenMW version 0.45 is in RC phase</a><br /><br />Greetings! We just want to inform you all that OpenMW version 0.45 is finally in RC phase, which means it will soon<img style="max-width: 100%;" src="https://s.w.org/images/core/emoji/11/72x72/2122.png" alt="Image/photo" /> be released to you all.<br /><br />One important thing, just so you don’t get too excited just yet: neither shadows nor recastnavigation (better AI pathfinding, basically) will be included in the release, even though we all hoped so before. Don’t get too sad though, because recastnavigation is actually merged in master. This means that you can try it out already today in the latest nightlies! The implementation of shadows is not merged yet however, and it is very hard to say exactly when it will get merged, but probably quite soon<img style="max-width: 100%;" src="https://s.w.org/images/core/emoji/11/72x72/2122.png" alt="Image/photo" />. Some bugs take longer time than you might expect before they are solved.<br /><br />So why were recastnavigation not included in 0.45 then? Basically, it is such a huge update that we need to test it thoroughly before it can get included in a stable release. The alternative would have been to delay the release of 0.45, but that release is so huge already that we still want to get it out for you all. If you do test the implementation of recastnavigation in a nightly, be sure to <a href="https://gitlab.com/OpenMW/openmw/issues" target="_blank" rel="nofollow noopener" >report any bugs you find</a>!<br /><br />Otherwise, have a little more patience and you’ll have a new OpenMW version soon.<br /><br />Until next time!<br /><br /><h5><a href="https://forum.openmw.org/viewtopic.php?f=38&t=5542" target="_blank" rel="nofollow noopener" >Want to leave a comment?</a></h5><img src="http://feeds.feedburner.com/~r/openmw/~4/LSYFDo3IWqs" style="width: 100%; max-width: 1px;" alt="Image/photo" />X-ZOT:https://openmw.org/?p=52122018-11-13T16:31:31Z2018-11-13T16:31:31Zhttp://activitystrea.ms/schema/1.0/posthttps://openmw.org/?p=5212http://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedCocos2d-x v3.17.1 is coming soon!<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/cocos2d-x-v3-17-1-is-coming-soon/44511" target="_blank" rel="nofollow noopener" >Cocos2d-x v3.17.1 is coming soon!</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote><strong>Cocos2d-x 3.17.1</strong> is a bug fix release and has no additional functionality from <strong>v3.17</strong>. Some of the fixes are as follows:<br />- Upgrade libwebsockets<br />- Simplification and improvement of cmake build scripts<br />- Strict thread security for `CCFileUtils`<br />- Lua adds Downloader binding<br />- Fix button title bugs<br />- `GetSafeArea`, support on Android platform<br />- Adjust Android project configuration appropriately<br />- Fixed several memory leaks, several crash scenarios<br /><br />Code changes for version 3.17.1, refer to <a href="https://github.com/cocos2d/cocos2d-x/pulls?page=2&q=is%3Apr+milestone%3A3.17.1+is%3Amerged&amp;utf8=%E2%9C%93" target="_blank" rel="nofollow noopener" >PRs list</a><br /><br />Bugs, refer to the closed <a href="https://github.com/cocos2d/cocos2d-x/issues?page=1&q=is%3Aissue+milestone%3A3.17.1+is%3Aclosed" target="_blank" rel="nofollow noopener" >Issues list</a><br /><br />Use the <code class="inline-code">v3</code> branch, please refer to the <a href="https://github.com/cocos2d/cocos2d-x/tree/v3" target="_blank" rel="nofollow noopener" >readme</a> to update/download dependencies.</blockquote> <br />Posts: 3<br /><br />Participants: 2<br /><br /><a href="http://discuss.cocos2d-x.org/t/cocos2d-x-v3-17-1-is-coming-soon/44511" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-445112018-11-13T15:33:26Z2018-11-13T15:33:26Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44511http://activitystrea.ms/schema/1.0/personhttp://xenko.com/http://xenko.com/Xenko Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedFeature spotlight: Xenko 3.1 + NuGet<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://xenko.com/blog/feature-spotlight-xenko-3-1-and-nuget/" target="_blank" rel="nofollow noopener" >Feature spotlight: Xenko 3.1 + NuGet</a><br /><br />Today, I would like to highlight some work being done on Xenko.<br /><br />Xenko 3.1 will bring some big changes in the way Xenko is packaged, distributed and consumed.<br /><br /><h2>Xenko 3.0: welcome PackageReference!</h2><br />Xenko was always a big proponent of NuGet: since first version, Xenko was distributed as a NuGet package.<br /><br />However, due to limitations (hello packages.config and project.json!) we were leveraging NuGet more as a distribution medium than proper NuGet packages: Xenko up to 3.0 is still a monolithic single package and it would not work out of the box when referenced from Visual Studio without using launcher and Game Studio.<br /><br />Xenko 3.0 paved the way by making Xenko compatible with the new project system (game projects were referencing Xenko using a <code class="inline-code">PackageReference</code>).<br /><br />This Xenko “fat” package is still containing everything: Xenko runtime, editor, compilers, samples. Various features of Xenko are forced onto the users: UI, Physics, SpriteStudio, etc…<br /><br />Additionally, Xenko assembly references are still manually added through complex target files rather than following package reference layout and see them where they should have been, nested inside the Xenko NuGet reference:<br /><br /><img style="max-width: 100%;" src="http://xenko.com/images/blog/2018-11-13-feature-spotlight-xenko-3-1-and-nuget/xenko-ref-old.png" alt="Image/photo" /><br /><br /><h2>Xenko 3.1: enter modular Xenko!</h2><br />Most of the changes discussed in this section are still in a prototype state, but should hopefully be merged soon in master.<br /><br /><h3>One package per assembly</h3><br />Xenko 3.1 will bring Xenko more in line with a more proper way of organizing NuGet package: one package per assembly, with proper dependencies:<br /><br /><img style="max-width: 100%;" src="http://xenko.com/images/blog/2018-11-13-feature-spotlight-xenko-3-1-and-nuget/xenko-ref-new.png" alt="Image/photo" /><br /><br />As a result, it is now possible to create a game project that references only the packages you want. Here are a few examples of “core” packages:<ul class="listbullet" style="list-style-type: circle;"><li><code class="inline-code">Xenko.Engine</code>: allows you to use core engine runtime (including its dependencies) <li><code class="inline-code">Xenko.Core.Assets.CompilerApp</code>: compile assets at build time <li><code class="inline-code">Xenko.Core.Mathematics</code> or <code class="inline-code">Xenko.Graphics</code>: yes, if you want to make a custom project only using Xenko mathematics or graphics API without the full Xenko engine, you can! <li><code class="inline-code">Xenko.Core.Assets</code>, <code class="inline-code">Xenko.Presentation</code> or <code class="inline-code">Xenko.Quantum</code>: all those piece of tech being used to build Xenko tooling are also available for reuse in other projects. Nothing prevents you from generating assets on the fly too!</ul>Then, various parts of the engine will be distributed as <strong>optional</strong> packages:<ul class="listbullet" style="list-style-type: circle;"><li><code class="inline-code">Xenko.Physics</code> <li><code class="inline-code">Xenko.Particles</code> <li><code class="inline-code">Xenko.UI</code> <li><code class="inline-code">Xenko.SpriteStudio</code> <li><code class="inline-code">Xenko.Video</code></ul>If you don’t reference those packages, they won’t be packaged with your game either. In many situations, it will result in a smaller packaged game and improved startup time.<br /><br />Also, you will be free to replace those functionalities with alternative libraries.<br /><br /><h3>Package layout: following best NuGet practices</h3><br />Previously Xenko references were added to the project using custom targets.<br /><br />New packages will now be layout as NuGet/Visual Studio expects them, in folders like <code class="inline-code">lib/net45</code> and <code class="inline-code">lib/monodroid10</code>.<br /><br />We still have a few custom MSBuild targets but reduced them to minimum.<br /><br /><h3>Xenko assets are also distributed as part of package</h3><br />NuGet packages will have a <code class="inline-code">xenko</code> folder containing Xenko assets. As a result, user will be able to generate nuget package containing Xenko assets out of the box from Visual Studio and publish them on NuGet for general consumption.<br /><br /><h3>Distribution platform: time to switch to nuget.org?</h3><br />This is still something under consideration and it will need some testing, but it now starts to make sense to distribute Xenko packages on <a href="https://nuget.org/" target="_blank" rel="nofollow noopener" >nuget.org</a> rather than our custom NuGet server.<br /><br />This will greatly reduce friction to try Xenko (any project would work out of the box in Visual Studio). This might also make our launcher completely optional, if not redundant.<br /><br /><h3>Xenko tooling will resolve assemblies dynamically using NuGet API</h3><br />Tools such as GameStudio or Asset Compiler will be distributed as NuGet packages. However, it won’t bundle Xenko Runtime, which will simply be encoded as dependency.<br /><br />When running those tools, they will resolve Xenko runtime assemblies directly in the NuGet cache.<br /><br />This allows for distributing those tools as very small and easy-to-upgrade packages, avoiding file duplications. This is similar to what <code class="inline-code">dotnet-cli</code> is doing with deps file.<br /><br />This brings lot of technical challenges but should allow us in the future to be more flexible in the future to load the exact runtime and plugins that the user project reference rather than the one hardcoded with the tool.<br /><br /><h3>Future: plugin support for editor</h3><br />Xenko 3.1 editor will still be monolithic: editor support for UI, SpriteStudio, Video and other optional modules will be hardcoded.<br /><br />However, the target is to get rid of them as soon as possible, and treat them as what they are: plugins.<br /><br /><h2>Conclusion</h2><br />This is just the beginning, laying out foundations to turn Xenko into a set of reusable libraries. Much more to come soon!<br /><br />This is an exciting era for Xenko. Hopefully it will open doors to many new use cases, and bring us lot of new potential users and developers!X-ZOT:http://xenko.com/blog/feature-spotlight-xenko-3-1-and-nuget/2018-11-13T00:00:00Z2018-11-13T00:00:00Zhttp://activitystrea.ms/schema/1.0/posthttp://xenko.com/blog/feature-spotlight-xenko-3-1-and-nuget/http://activitystrea.ms/schema/1.0/personhttps://www.panda3d.org/bloghttps://www.panda3d.org/blogPanda3D Developer Bloghttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOctober 2018 Development UpdatePyWeek Two weeks ago, the semi-annual PyWeek challenge was held. In case you are not familiar with PyWeek, it’s a challenge to create a game within only seven days. The contestants are free to use any engine as long the game is written mostly in Python. Before the challenge begins, contestants vote on a theme […]<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://www.panda3d.org/blog/october-2018-development-update/" target="_blank" rel="nofollow noopener" >October 2018 Development Update</a><br /><br /><h2>PyWeek</h2><br />Two weeks ago, the semi-annual <a href="https://pyweek.org/" target="_blank" rel="nofollow noopener" >PyWeek</a> challenge was held. In case you are not familiar with PyWeek, it’s a challenge to create a game within only seven days. The contestants are free to use any engine as long the game is written mostly in Python. Before the challenge begins, contestants vote on a theme in order to inspire and challenge the entrants’ creativity. The theme for the October challenge was “Flow”.<br /><br />In this 26th PyWeek, two contestants have used Panda3D for their submissions. We’d like to highlight some of the challenges they faced and show how Panda3D helped them to finish their games in such a short time. They both used development builds of the upcoming Panda3D 1.10, which made for a great opportunity to test the new features, and the new deployment system in particular. Being able to quickly install Panda3D using <code class="inline-code">pip</code> has also been a very welcome feature for PyWeek, since installing Panda3D has been a stumbling block for PyWeek users in the past.<br /><br /><h3><a href="https://pyweek.org/e/wezu_26/" target="_blank" rel="nofollow noopener" >Chart of Flowrock</a></h3><br /><a href="https://www.panda3d.org/blog/wp-content/uploads/2018/11/final_screen.png" target="_blank" rel="nofollow noopener" ><img src="https://www.panda3d.org/blog/wp-content/uploads/2018/11/final_screen-290x163.png" style="width: 100%; max-width: 290px;" alt="Image/photo" /></a><br /><br />This entry was created by our community member wezu. It is an original take on the dungeon crawler game using only three keyboard buttons where possible moves are represented with a flowchart diagram at the bottom of the screen.<br />One feature from the Panda3D engine that helped wezu getting this game done was the <a href="https://www.panda3d.org/manual/index.php/Intervals" target="_blank" rel="nofollow noopener" >intervals</a>. These are functions to manipulate values—such as an object’s position and rotation—over a given period of time without the need to use tasks to manage those updates manually. Using intervals, he was able to quickly develop convincing walking animations with head bob and tilting when turning.<br /><br />The game’s impressive graphical style was achieved thanks to a shader framework wezu developed, which is publicly available at <a href="https://github.com/wezu/p3d_auto_deferred_shader" target="_blank" rel="nofollow noopener" >GitHub</a>. It has been made as a drop-in replacement for the built-in Cg-based ShaderGenerator, implementing various modern effects using GLSL 1.30. This proved to be a bit of a challenge in testing: while GLSL 1.30 shaders are typically usable on most platforms, OpenGL support has always been a bit behind on macOS, and has in fact even been deprecated by Apple as discussed in a previous blog post. This forced him to implement a special “potato mode” for low end and macOS systems that wouldn’t utilize these shaders. In this mode, the game would still be playable, just without those fancy graphics.<br />Working on an improved shader pipeline that avoids some of the driver-specific compatibility issues is high on the agenda for the Panda3D developers, which will help making shader-based game work reliably on multiple platforms without requiring extensive testing and tweaking the shaders for different drivers.<br /><br />Chart of Flowrock won silver rating in the Production category and ranked sixth overall among the individual entries.<br /><br /><h3><a href="https://pyweek.org/e/rdb26/" target="_blank" rel="nofollow noopener" >Let There Be Light</a></h3><br /><a href="https://www.panda3d.org/blog/wp-content/uploads/2018/11/screenshot-day7.jpg" target="_blank" rel="nofollow noopener" ><img src="https://www.panda3d.org/blog/wp-content/uploads/2018/11/screenshot-day7-290x193.jpg" style="width: 100%; max-width: 290px;" alt="Image/photo" /></a><br /><br />Our second entry that has been made for PyWeek was created by our main engine developer rdb. This game is a kind of strategic puzzle building game where you have to build an energy grid in order to supply cities with power and enable them to grow. The energy demand of the cities grows over time so you have to carefully plan your network so that your wires don’t overheat. For this game rdb decided to take a less heavily graphics-focused approach, instead going for a minimalistic art style with flat colors, low-poly models and simple lighting. The game employed numpy for calculating the currents through the nodes of the energy grid.<br /><br />As the power lines were one of the most important elements of the game, some attention to detail was given with how they are rendered. The LineSegs class made it easy to draw nice catenaries between the pylons. Panda3D made the math rather easy to ensure that the wires connected up properly to the pylons regardless of their orientation: dummy points were added to the pylon models indicating the points where the wires should attach, so it was only necessary to use <code class="inline-code">getRelativePoint()</code> to determine the correct two points to draw the arc between.<br /><br />As the player interacts with the game primarily using the mouse, extra attention was given to ensure a good user interface so that it is clear to the player what to do. Panda3D’s text nodes and billboard effects made it particularly easy to add labels in the 3D scene to clearly communicate where the user needs to click and what will happen when they click it, and intervals made it easy to give the important labels a nice animation to draw the eye. The free <a href="https://fontawesome.com/" target="_blank" rel="nofollow noopener" >Font Awesome</a> icon font was used to easily render crisp icons.<br /><br />The sound and music had to be pushed off to the last few hours of the final day, but fortunately loading and playing spatialized sounds in Panda3D takes only a few lines of code. Having sound effects can really help with the user experience like this by giving direct feedback to the player’s actions. Smoothly adjusting the play rate of the music depending on the game speed was a nice touch appreciated by the reviewers, which took only a few minutes to implement using Panda3D.<br /><br />Let There Be Light won gold ratings in the Fun and Production categories, Silver in the Innovation category and became the winner of PyWeek 26 among the individual entries.<br /><br /><h2>Engine Developments</h2><br />Despite the distraction of PyWeek, development of the engine has not remained idle. Plenty of bugfixes and stability improvements bring the engine ever closer towards the upcoming 1.10 release. We’ll give you a small selection of the many changes that have happened.<br /><br />If you have ever tried loading models in a model format other than Panda3D’s own bam or egg formats, you may have already come across the Assimp loader, which has been in the Panda3D source for a while but was considered experimental. This uses the Assimp library, which supports most of the 3D formats in common use. This importer is now enabled by default and can be used in recent development builds.<br /><br />On the graphical side were a few fixes and enhancements too. A big change was made in the rendering system to resolve some inconsistencies in how colors and material were being applied in the absence of lighting. It is normally the case that materials are not visible unless you have a light applied to the model, but in some cases (such as in the presence of a color scale), the material colors could show up anyway. It was also not always clear when vertex colors would show up or when they would be suppressed by the material. These behaviors have now been made consistent between the different rendering back-ends and the shader generator. If these changes are affecting your game, just let us know and we can help you resolve these problems.<br /><br />As of 1.9.0, Panda3D has a GLSL preprocessor which among other things allows <code class="inline-code">#include</code> statements to include other files within the current shader. This is crucial for games that rely heavily on shaders, as functions often need to be shared between different shaders or just separated for better code organisation. It has recently seen some improvements, such as the ability to use it with procedurally generated shaders that are passed into <code class="inline-code">Shader.make()</code>, some optimizations to reduce the preprocessed size, and some parsing fixes.<br /><br />There also have been some improvements on the Windows front. It is now possible to change the <code class="inline-code">undecorated</code> and <code class="inline-code">fixed-size</code> attributes of already-opened windows. There have also been some improvements in the build time when compiling with Eigen support on Windows.<br /><br />The <code class="inline-code">deploy-ng</code> system has received a new feature: it can now use an optimized version of the Panda3D binaries, stripped of debug information and safety checks, when deploying a game. deploy-ng can make use of an optimized version of the Panda3D wheels that are available on our pip mirror under a special <code class="inline-code">+opt</code> tag. This allows deployed games to be smaller and faster while still providing the benefit of all the debug features and safety checks in the SDK.X-ZOT:http://www.panda3d.org/blog/?p=5542018-11-11T22:10:19Z2018-11-11T22:10:19Zhttp://activitystrea.ms/schema/1.0/posthttp://www.panda3d.org/blog/?p=554http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedMeet the community at FOSDEM and GodotCon 2019<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/meet-community-fosdem-and-godotcon-2019" target="_blank" rel="nofollow noopener" >Meet the community at FOSDEM and GodotCon 2019</a><br /><br />Winter is coming upon those of us in Europe, and it's time to plan our biggest yearly community meetup again, <strong>GodotCon Brussels</strong>!<br /><br />Like the <a href="https://godotengine.org/article/meet-us-fosdem-2017-and-godotcon" target="_blank" rel="nofollow noopener" >past</a> <a href="https://godotengine.org/article/get-ready-fosdem-and-godotcon-2018" target="_blank" rel="nofollow noopener" >two</a> years, we will attend <a href="https://fosdem.org/2019" target="_blank" rel="nofollow noopener" ><strong>FOSDEM 2019</strong></a> in Brussels, Belgium (<strong>Sat 2 & Sun 3 February 2019</strong>). And like the past two years, we'll hold our own <strong>Godot Conference</strong> (GodotCon) event right after (<strong>Mon 4 &amp; Tue 5 February</strong>), so that you can plan to attend both events and get your fill of FOSS and Godot.<br /><br />And on top of that, we're also going to meet <em>before</em> FOSDEM (<strong>Thu 31 January &amp; Fri 1 February</strong>) with engine and documentation contributors for our first <strong>Godot Sprint</strong>: since both FOSDEM and GodotCon are always quite hectic, we want to take our time with existing and aspiring contributors to actually get some work done. The sprint will be focused on discussing features and important bug reports with core devs, reviewing Pull Requests, discussing the roadmap for the next versions, writing documentation, etc.<br /><br />Our lead developer Juan &quot;reduz&quot; Linietsky will be flying over from Buenos Aires for the occasion, and many other core engine developers will be there, so it should be a great time as usual to discuss all things Godot.<br /><br /><h2>Where do I sign up?</h2><br /><a href="https://godotengine.org/events" target="_blank" rel="nofollow noopener" >All three events</a> are free of charge for everyone, and for the FOSDEM you do not even need to register: just show up and say hi at the Godot stand!<br /><br />For the Godot Sprint and GodotCon however, <strong>registration is mandatory</strong> as we need to know how many persons will be there to find appropriate venues in Brussels. To help us with the organization, we ask that you <a href="https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499" target="_blank" rel="nofollow noopener" >register as soon as possible</a>, and <strong>before 31 December 2018</strong> (but it really helps organization if you register <strong>right now</strong> - you can always contact me afterwards if you changed your mind).<br /><br /><strong>Register here:</strong> <a href="https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499" target="_blank" rel="nofollow noopener" ></a><a href="https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499" target="_blank" rel="nofollow noopener" >https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499</a><br /><br />You can also indicate on that form if you plan to attend FOSDEM, so that we know who to expect.<br /><br /><h2>FOSDEM 2019</h2><br /><a href="https://fosdem.org/" target="_blank" rel="nofollow noopener" >FOSDEM</a> is the major European event focusing on Free and Open Source Software (FOSS). We applied for a stand there, we will update this article (and the [/events](events page)) as soon as we have a confirmation. Assuming that our application is accepted like the past two years, we will be distributing and selling some goodies (T-Shirts, stickers) and most importantly presenting our favourite engine and some games to the FOSDEM visitors. More than 8,000 visitors are awaited, and we hope that many will be impressed by Godot 3.x and the games made with it!<br /><br />There <em>might</em> be Godot-related talks, but we are still waiting for a confirmation from the FOSDEM organizers (the event is increasingly popular and they have hundreds of talk proposals to choose from).<br /><br />The FOSDEM is a great opportunity to discover new projects from top-notch free software contributors. It will also be the occasion to meet other Godot users and contributors, at our stand or around a few Belgian beers :)<br /><br /><strong>Practical infos</strong> (location, schedule, etc.): See <a href="https://fosdem.org/" target="_blank" rel="nofollow noopener" >FOSDEM.org</a> and our <a href="https://godotengine.org/events" target="_blank" rel="nofollow noopener" >Events</a> page.<br /><br /><h2>GodotCon Brussels 2019</h2><br />Two days in a crowded event is not enough! To get more time together to actually discuss our projects, learn new things and discover engine features together, we are organizing a 2-day event focused on Godot right after the FOSDEM (on Monday 4 and Tuesday 5).<br /><br /><a href="https://framaforms.org/registration-for-godotcon-godot-sprint-brussels-2019-1541594499" target="_blank" rel="nofollow noopener" >Registrations are just starting</a>, but given the recent growth of the community we expect around 100 attendees (we had ~60 last year); we'll size things accordingly so we need you to register as fast as possible to help us with the organization.<br /><br />There will soon be a <strong>Call for Proposals</strong> so that everyone can propose a talk, a workshop or any kind of activity that we could do during those two days. Last year was a big success, and we expect the new GodotCon to be even better, both due to the higher number of attendees and the impressive growth of the engine since the 3.0 release!<br /><br />The exact venue is still to be determined, as soon as we have a good overview about our numbers.<br /><br /><strong>Practical infos:</strong> See our <a href="https://godotengine.org/events" target="_blank" rel="nofollow noopener" >Events</a> page.<br /><br /><h2>Godot Sprint</h2><br />And since four days IRL is still not enough when we're working together remotely all over the year, we're adding a third event just before FOSDEM dedicated to <em>getting things done</em>. This contributor sprint will be primarily intended for existing engine and documentation contributors, so that we can work on current topics together, review Pull Requests, discuss the roadmap, etc. We will also welcome users who aren't contributors yet but would like to get involved, be it with C++ engine contributions, documentation writing or the creation of other teaching materials (demos, courses, etc.).<br /><br />Having this sprint before FOSDEM will allow us to some work on the engine before the GodotCon, so that core contributors are fully available to GodotCon attendees afterwards.<br /><br />The venue is still to be determined. Depending on our numbers it might be the same as the GodotCon venue, or a smaller one.<br /><br /><strong>Practical infos:</strong> See our <a href="https://godotengine.org/events" target="_blank" rel="nofollow noopener" >Events</a> page.<br /><br />Looking forward to meeting some of you in Brussels!X-ZOT:https://godotengine.org/article/meet-community-fosdem-and-godotcon-20192018-11-07T14:54:00Z2018-11-07T14:54:00Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/meet-community-fosdem-and-godotcon-2019http://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedCocos Creator v2.0.5 released!<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-5-released/44422" target="_blank" rel="nofollow noopener" >Cocos Creator v2.0.5 released!</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote><h2>Cocos Creator v2.0.5 released!</h2><br />Compared with v2.0.2 released recently, v2.0.5 provides support for publishing to <strong>OPPO Mini Game</strong> and <strong>Vivo Mini Game</strong> platforms, as well as a <strong>bug fix release</strong>. It is strongly recommended that all 2.0 users updateto <strong>v2.0.5</strong>. Good quality is inseparable from careful polishing. Thank you for the feedback from developers through the community, GitHub, Cocos technical services and other channels.<br /><br /><h2>RELEASE NOTES</h2><br /><h3>Detailed fixes</h3><br /><h4>Editor</h4><ul class="listbullet" style="list-style-type: circle;"><li>[Auto Atlas] Fix Auto Atlas default BestAreaFit algorithm can’t calculate correct atlas size problem<li>[Auto Atlas] Fixing the auto-atlas catalogue when nesting, the album in the parent directory will repeatedly pack the images in the sub-directory into the problem<li>[Auto Atlas] fixes black border problems after auto-satellite packaging (old auto-atlas needs to be deleted and re-created to take effect)<li>[Auto Atlas] Fixes the problem that the Auto Atlas Force Squared option does not work<li>[Wechat] Fixed an issue where subdomain directory names could not be modified when building WeChat games<li>[QQPlay] Fix v2.0.2 Unable to export plugin script on QQ light game<li>[Google Play Instant] Allows Default URL to be empty when building Android Instant</ul><h4>Engine</h4><ul class="listbullet" style="list-style-type: circle;"><li>[Core] The second argument to <code class="inline-code">cc.loader.loadResArray</code> supports passing in a type array (thanks @caochao) <a href="https://github.com/cocos-creator/engine/pull/3312" target="_blank" rel="nofollow noopener" >#3312</a><li>[Native] Add <code class="inline-code">cc.sys.getSafeAreaRect()</code> API to get the screen security area of ​​the phone (in design resolution)<li>[Core] Fix v2.0 screen rendering effect is slightly blurred<li>[Core] Fixed an issue where the component might still be activated if the node was not added to the scene when it was <code class="inline-code">destroy()</code><li>[Core] Fixed an issue where SpriteFrame didn’t work correctly after calling <code class="inline-code">setRect()</code><li>[Core] Fix an error when calling cc.Texture2D initWithData() in v2.0<li>[Core] Fix issues that render components in v2.0 may still render when the node is not activated<li>[UI] Fixed an issue where the state was not updated when the Toggle component set the <code class="inline-code">isChecked</code> property<li>[UI] Fix an error when the ScrollView.content object is modified<li>[UI] Fix some problems in RichText in v2.0 may not be displayed<li>[UI] Fixed issue where the start event of PageView did not fire<li>[UI] Fixing invalid segments in Mask<li>[UI] Fixed an issue where the Stencil state was incorrect when Mask was nested<li>[UI] Fixed an issue where WebView did not trigger the load event when reading the default page<li>[UI] Fixed an issue where EditBox may report an error when switching between horizontal and vertical screens frequently<li>[UI] Fix the problem that the click event registered by <code class="inline-code">once</code> will still penetrate to other nodes in the level after the response<li>[Audio] Fix Audio’s operation on effect may affect music issues<li>[Spine] Fix Spine transparency and pre-multiplication in ScrollView in v2.0<li>[Animation] Fix an issue with animation quickFindIndex<li>[Animation] Fixes invalid issue with animation registration lastframe event<li>[Particle] fixes particle system call <code class="inline-code">resetSystem()</code> will fail<li>[Wechat] Fixed an issue where resources could not be loaded when the WeChat game cache was full.<li>[Wechat] Fix WeChat game to switch the foreground from the background, it will play the problem of unreleased audio<li>[Facebook Instant Games] Fix an issue where Retina is not enabled on Facebook Instant Games<li>[iOS] Fix v2.0 error on iOS 9 due to lack of support for ES6<li>[QQPlay] Fix the problem that the font display is too small when the font size is float type on QQ light game<li>[Google Play Instant] fixes a black screen issue caused by probabilistic jsb-adapter reloading when editing the split first package interface</ul><h4>Resources</h4><ul class="listbullet" style="list-style-type: circle;"><li><a href="http://docs.cocos2d-x.org/creator/api/en/" target="_blank" rel="nofollow noopener" >Creator v2.0 API docs</a></ul><ul class="listbullet" style="list-style-type: circle;"><li><a href="http://docs.cocos2d-x.org/creator/manual/en/release-notes/raw-asset-migration.html" target="_blank" rel="nofollow noopener" >v1.10 Resource Upgrade Guide</a>.</ul><h4>Downloads</h4><br /><a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.5_win" target="_blank" rel="nofollow noopener" >v2.0.5 Windows</a><br /><a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.5_mac" target="_blank" rel="nofollow noopener" >v2.0.5 Mac</a></blockquote> <br />Posts: 2<br /><br />Participants: 1<br /><br /><a href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-5-released/44422" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-444222018-11-06T10:32:48Z2018-11-06T10:32:48Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44422http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOpen ARPG and JRPG demos on GDquest<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/open-arpg-and-jrpg-demos-gdquest" target="_blank" rel="nofollow noopener" >Open ARPG and JRPG demos on GDquest</a><br /><br />Over the past year, I've been working on open source demos to help people get the most out of tutorials. I also contributed some to the official Godot demo repositories.<br /><br />Now I would like to go one step further. Small demos are great at giving you a sense for how some features work, but they can only take you so far: most games are composed of many systems that interact in complex ways. There's never a single solution on how to structure your code and achieve your creative vision.<br /><br />That's why we're starting to create open game demos at GDquest. We're going to build larger projects than we did until now, still for educational purposes, and collections of companion tutorials to help you better learn Godot and improve your development and your design skills.<br /><br />We've already open sourced our <a href="https://github.com/GDquest/make-pro-2d-games-with-godot/" target="_blank" rel="nofollow noopener" >Zelda-like ARPG demo</a> from our Godot course as a proof-of-concept.<br /><br /><img style="max-width: 100%;" src="https://godotengine.org/storage/app/uploads/public/5bd/fd1/63e/5bdfd163e1704356013497.png" alt="Image/photo" /><br /><br /><h2>Turn-Based Combat in Godot 3.1</h2><br />Recently, I started working on a <a href="https://github.com/GDquest/godot-turn-based-rpg/" target="_blank" rel="nofollow noopener" >JRPG demo with Godot 3.1</a> alpha to cover <strong>turn-based combat</strong>.<br /><br /><img style="max-width: 100%;" src="https://godotengine.org/storage/app/uploads/public/5bd/fd1/760/5bdfd17603e27744702536.png" alt="Image/photo" /><br /><br />And that's where you come in!<br /><br />Moving forward, one key idea is to involve you, the community, to get feedback, suggestions, great contributions and code reviews from experienced developers before we start recording tutorials. We want to keep improving the quality of learning material available for Godot.<br /><br />If you want to join the adventure, please check out the <a href="https://github.com/GDquest/godot-turn-based-rpg/" target="_blank" rel="nofollow noopener" >open JRPG project on GitHub</a>! If you want to contribute and get in touch, we have a dedicated channel on the <a href="https://discord.gg/87NNb3Z" target="_blank" rel="nofollow noopener" >GDquest Discord server</a>.<br /><br />This is the first project of this kind on GDquest. Please open an issue if anything is not clear on the repository, if we can improve how we communicate around the project, etc.<br /><br />You can already find two tutorials from this project, funded by our patrons last month:<br /><br />More videos coming!X-ZOT:https://godotengine.org/article/open-arpg-and-jrpg-demos-gdquest2018-11-05T06:00:00Z2018-11-05T06:00:00Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/open-arpg-and-jrpg-demos-gdquesthttp://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedDev snapshot: Godot 3.1 alpha 2<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-2" target="_blank" rel="nofollow noopener" >Dev snapshot: Godot 3.1 alpha 2</a><br /><br />Two months after <a href="https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-1" target="_blank" rel="nofollow noopener" >our previous alpha</a>, we are pleased to release Godot <strong>3.1 alpha 2</strong>, a new development snapshot of the <em>master</em> branch, moving slowly but steadily towards the <em>beta</em> status.<br /><br />Contrarily to our <a href="https://godotengine.org/article/maintenance-release-godot-3-0-6" target="_blank" rel="nofollow noopener" >3.0.x maintenance releases</a>, which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) merged in the <em>master</em> branch since January 2018, and especially all those showcased on <a href="https://godotengine.org/devblog" target="_blank" rel="nofollow noopener" >our past devblogs</a>. It's been 9 months since the 3.0 release and close to 5,000 commits, so expect a lot of nice things in the final 3.1 version!<br /><br />The <em>alpha</em> stage corresponds for us to a <em>feature freeze</em> (see <a href="https://github.com/godotengine/godot/issues/21490" target="_blank" rel="nofollow noopener" >announcement on GitHub</a>), which means that we will no longer consider pull requests with new features for merge in the <em>master</em> branch, and that until Godot 3.1 is released. This way, we can focus on what we already have, finish and polish the major features which are still in progress (e.g. OpenGL ES 2.0 support), and fix many of the old and new bugs reported by the community.<br /><br />Alpha snapshots will be released regularly during this phase, to continuously test the <em>master</em> branch and make sure that it keeps getting more stable, reliable and ready for production.<br /><br /><h2>Disclaimer</h2><br /><strong>IMPORTANT: This is an <a href="https://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha" target="_blank" rel="nofollow noopener" ><em>alpha</em></a> build, which means that it is <em>not suitable</em> for use in production, nor for press reviews of what Godot 3.1 would be on its release.</strong><br /><br />There is still a long way of bug fixing and usability improvement until we can release the stable version. This release is exclusively for testers who are already familiar with Godot and can report the issues they experience <a href="https://github.com/godotengine/godot/issues/" target="_blank" rel="nofollow noopener" >on GitHub</a>.<br /><br />There is also no guarantee that projects started with the alpha 2 build will still work in alpha 3 or later builds, as we reserve the right to do necessary breaking adjustments up to the <em>beta</em> stage (albeit compatibility breaking changes at this stage should be very minimal, if any).<br /><br /><strong>Note:</strong> New Godot users should <em>not</em> use this build to start their learning. <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" >Godot 3.0.x</a> is our current stable branch and still receives frequent updates.<br /><br /><h2>The features</h2><br />Release notes are not written yet, but you can refer to the <a href="https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123d14f" target="_blank" rel="nofollow noopener" >detailed changelog</a> that our contributor <a href="https://github.com/Calinou" target="_blank" rel="nofollow noopener" >Hugo Locurcio</a> is working on.<br /><br />As mentioned previously, <a href="https://godotengine.org/devblog" target="_blank" rel="nofollow noopener" >our past devblogs</a> should also give you an idea of the main highlights of the upcoming release.<br /><br />This alpha 2 comes with an impressive amount of bug fixes compared to the previous alpha 1. The OpenGL ES 2.0 backend has also seen a lot of work to push it towards feature-completion -- it's not done yet, but it's getting close.<br /><br />Documentation writers are hard at work to catch up with the new features, and the <a href="http://docs.godotengine.org/en/latest/" target="_blank" rel="nofollow noopener" ><em>latest</em> branch</a> should already include details on many of the new 3.1 features.<br /><br /><h2>Downloads</h2><br />The download links are not featured on the <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" >Download</a> page for now to avoid confusion for new users. Instead, browse one of our download repository and fetch the editor binary that matches your platform:<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://downloads.tuxfamily.org/godotengine/3.1/alpha2" target="_blank" rel="nofollow noopener" >Classical</a><li><a href="https://downloads.tuxfamily.org/godotengine/3.1/alpha2/mono" target="_blank" rel="nofollow noopener" >Mono (<em>alpha</em> C# support)</a> - you need Mono SDK <strong>5.12.0</strong> for this alpha (5.14 or newer won't work)</ul><strong>IMPORTANT:</strong> Make backups of your Godot 3.0 projects before opening them in any 3.1 development build. Once a project has been opened in 3.1, its <code class="inline-code">project.godot</code> file will be updated to a new format for input mappings which is not compatible with Godot 3.0 - the latter will thus refuse to open a 3.1 project. Moreover, using new 3.1 features in your project means that you can't go back to 3.0, unless you do the necessary work to remove the use of those features. So either test 3.1-alpha2 in a copy of your 3.0 projects, or start new projects with it.<br /><br /><strong>Note:</strong> This release is still called &quot;3.1.alpha&quot; internally, same as alpha 1 and daily builds from the master branch. This means that the export templates share the same installation folder, yet you have to make sure to replace any &quot;3.1.alpha&quot; templates you currently have installed with the ones from the alpha 2 distribution.<br /><br />Due to some buildsystem problems alpha2 does not have working export templates for the UWP ARM target. Furthermore the upnp and websockets features are missing from UWP export templates entirely.<br /><br /><h2>Bug reports</h2><br />There are still hundreds of open <a href="https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+milestone%3A3.1+label%3Abug" target="_blank" rel="nofollow noopener" >bug reports for the 3.1 milestone</a>, which means that we are aware of many bugs already. Yet, many of those issues may not be critical for the 3.1 release and may end up be retargeted to a later release to allow releasing Godot 3.1 in the near future.<br /><br />As a tester, you are encouraged to open bug reports if you experience issues with 3.1 alpha. Please check first the <a href="https://github.com/godotengine/godot/issues" target="_blank" rel="nofollow noopener" >existing issues</a>, using the search function with relevant keywords, to ensure that the bug you experience is not known already.<br /><br /><em>The illustration picture is from <a href="https://twitter.com/w84death" target="_blank" rel="nofollow noopener" >Krzysztof Jankowski</a>'s FOSS </em><a href="https://github.com/w84death/mystic-treasure-hunt" target="_blank" rel="nofollow noopener" >Mystic Treasure Hunt</a><em> 3D game. You can read more about his journey as a 2D artist into 3D shaderland <a href="https://bits.krzysztofjankowski.com/how-i-grow-with-grass-shader/" target="_blank" rel="nofollow noopener" >on his blog</a>.</em>X-ZOT:https://godotengine.org/article/dev-snapshot-godot-3-1-alpha-22018-11-02T21:33:49Z2018-11-02T21:33:49Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/dev-snapshot-godot-3-1-alpha-2http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedGitHub Game Off and Godot are a winning combination<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/github-game-off-and-godot-are-winning-combination" target="_blank" rel="nofollow noopener" >GitHub Game Off and Godot are a winning combination</a><br /><br />And this bold statement is not (only) marketing speak, the winner of <a href="https://blog.github.com/2017-12-22-game-off-2017-winners/" target="_blank" rel="nofollow noopener" >GitHub Game Off 2017</a> was indeed a Godot-made game by Securas, <a href="https://securas.itch.io/daemon-vs-demon" target="_blank" rel="nofollow noopener" >Daemon vs Demon</a>.<br /><br />The <a href="https://gameoff.github.com/" target="_blank" rel="nofollow noopener" >2018 edition</a> of the month-long jam focusing on <strong>free and open source</strong> game development tools is about to start again on <strong>November 1st</strong>. Check the details on itch.io: <a href="https://gameoff.github.com/" target="_blank" rel="nofollow noopener" ><strong>Game Off 2018</strong></a>.<br /><br />This is a great opportunity to discover Godot if you're not familiar with it yet, get some more experience if you know it already, or get to know some of the other awesome free and open source game engines or frameworks out there such as <a href="https://phaser.io/" target="_blank" rel="nofollow noopener" >Phaser</a>, <a href="https://www.love2d.org/" target="_blank" rel="nofollow noopener" >LÖVE</a> or <a href="https://libgdx.badlogicgames.com/" target="_blank" rel="nofollow noopener" >LibGDX</a>.<br /><br />And make sure to review the tons of available free and open source tools that could be useful for your project, such as <a href="https://www.blender.org/" target="_blank" rel="nofollow noopener" >Blender</a>, <a href="https://krita.org/" target="_blank" rel="nofollow noopener" >Krita</a>, <a href="https://www.gimp.org/" target="_blank" rel="nofollow noopener" >GIMP</a>, <a href="https://lmms.io/" target="_blank" rel="nofollow noopener" >LMMS</a>... and many more! Our contributor Calinou maintains a very useful list of FOSS game development tools and resources, <a href="https://notabug.org/Calinou/awesome-gamedev/" target="_blank" rel="nofollow noopener" >awesome-gamedev</a>.<br /><br />When you share screenshots or videos of your game on social media, please use the <a href="https://twitter.com/hashtag/GitHubGameOff" target="_blank" rel="nofollow noopener" >#GitHubGameOff</a> hashtag as well as <a href="https://twitter.com/hashtag/GodotEngine" target="_blank" rel="nofollow noopener" >#GodotEngine</a>, to show the community what great projects are being worked on!<br /><br />We hope that many Godot users will take part in the jam, and maybe, like in 2017, win it! At the very least we wish you all the best of luck and a lot of fun :)<br /><br /><h2>Getting started with Godot</h2><br />If you're new to Godot, or started only recently, you might be looking for good resources to learn how to make games with our engine. The following is a short list of recommended resources, but feel free to use different ones from the wealth of video tutorials and demos that have been produced by the Godot community over the years.<br /><br /><h3>Installing the engine</h3><br />First of all, head over to the <a href="https://godotengine.org/download" target="_blank" rel="nofollow noopener" ><strong>Download</strong></a> page to get the latest stable version of Godot – you can also install it from <a href="https://godotengine.itch.io/godot" target="_blank" rel="nofollow noopener" >itch.io</a> or <a href="https://store.steampowered.com/app/404790/Godot_Engine/" target="_blank" rel="nofollow noopener" >Steam</a>.<br /><br />For new users, we recommend the &quot;classical&quot; build (as opposed to the &quot;Mono&quot; build with C# support, currently in alpha) and the GDScript language, which you should be able to learn very fast. Experienced C# users are of course welcome to try their hand at the Mono build, just make sure to have the Mono SDK in version 5.12.x installed.<br /><br />Experienced Godot users may also want to try the <a href="https://hugo.pro/projects/godot-builds/" target="_blank" rel="nofollow noopener" >nightly builds</a> of the upcoming Godot 3.1, currently at the alpha stage. An official 3.1 alpha 2 build should be published in coming days. Keep in mind that it's software in development and that bugs could hinder your productivity or capacity to export stable builds to submit to the jam, so proceed with caution :)<br /><br /><h3>Official documentation</h3><br />The main resource is Godot's <a href="https://docs.godotengine.org/en/stable/" target="_blank" rel="nofollow noopener" >official documentation</a>.<br /><br />It contains many tutorials about the different features of the engine, including a <a href="https://docs.godotengine.org/en/stable/learning/step_by_step/index.html" target="_blank" rel="nofollow noopener" >step by step tutorial</a> which should give you a good introduction to the core concepts of the engine such as nodes, scenes, instancing and scripting.<br /><br />The official documentation also includes the <a href="https://docs.godotengine.org/en/stable/classes/index.html" target="_blank" rel="nofollow noopener" >Class Reference</a>, where the API of the various nodes is documented. It's also included directly in the editor when you press the &quot;Classes&quot; and &quot;Search Help&quot; buttons in the script editor.<br /><br /><img style="max-width: 100%;" src="https://godotengine.org/storage/app/uploads/public/5bd/72b/3ba/5bd72b3ba6a62760409727.png" alt="Image/photo" /><br /><br /><h3>Community tutorials</h3><br />Community members have produced a great number of video tutorials for Godot 3.0, as well as quite a few text-based tutorials for those who prefer that. Some are standalone tutorials about a given feature or concept, while others are series that will lead you through making a simple game from A to Z.<br /><br />Have a look at <a href="http://docs.godotengine.org/en/latest/community/tutorials.html" target="_blank" rel="nofollow noopener" >this page</a> for a list of recommended resources - but make sure to use the official documentation too, especially as many of these tutorial makers are contributing to the docs.<br /><br /><h3>Official demos and community projects</h3><br />There are many official demos included in <a href="https://github.com/godotengine/godot-demo-projects" target="_blank" rel="nofollow noopener" >this repository</a>, and also available directly from the Asset Library when you start Godot. There are simple games such as Pong, Dodge the Creeps (from the docs), 2D and 3D platformers, a space shooter, an RPG, etc., as well as many small demos meant to showcase how to use a given feature, such as particles, screen space shaders, lights, navigation meshes, etc.<br /><br />Next to those, there are many free and open source community projects that you can learn from, such as those made for our previous <a href="https://itch.io/jam/godotjam062018" target="_blank" rel="nofollow noopener" >Godot jam in June 2018</a>. Check also games made for the <a href="https://itch.io/jam/godot-wild-jam" target="_blank" rel="nofollow noopener" >first</a> <a href="https://itch.io/jam/godot-wild-jam-2" target="_blank" rel="nofollow noopener" >two</a> Godot Wild Jams as many come with source included. You can use GitHub's Explore feature to find repositories tagged with <a href="https://github.com/topics/godot" target="_blank" rel="nofollow noopener" >Godot</a>, or <a href="https://github.com/topics/gdscript" target="_blank" rel="nofollow noopener" >GDScript</a>, or search for <a href="https://github.com/trending/gdscript?since=monthly" target="_blank" rel="nofollow noopener" >trending GDScript projects</a>.<br /><br /><h3>Community communication platforms</h3><br />And of course you are not alone to learn how to use Godot! We have many <a href="https://godotengine.org/community" target="_blank" rel="nofollow noopener" >community platforms</a> where you can discuss with other users and learn from them. You can pick the one(s) you like best and should always find nice users to interact with.<br /><br />Don't miss the Godot <a href="https://godotengine.org/qa" target="_blank" rel="nofollow noopener" >Questions & Answers</a>, which likely already has answers for some of the questions you might be asking yourselves. If not, don't hesitate to ask your question, being both concise and specific, and you should quickly get some help.<br /><br />Finally, if you think that you hit a bug in the engine, please report it on <a href="http://github.com/godotengine/godot" target="_blank" rel="nofollow noopener" >GitHub</a>. Make sure to follow the proposed issue template (filled in automatically) to help us help you.<br /><br />Have a lot of fun with GitHub Game Off 2018!X-ZOT:https://godotengine.org/article/github-game-off-and-godot-are-winning-combination2018-10-29T16:01:25Z2018-10-29T16:01:25Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/github-game-off-and-godot-are-winning-combinationhttp://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedGodot Wild Jam October - Results<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/godot-wild-jam-october-2018-results" target="_blank" rel="nofollow noopener" >Godot Wild Jam October - Results</a><br /><br /><strong>Incoming transmission from our awesome community members and <span class='oembed '><br /><a href='https://youtube.com/watch?v=v=oYaWWK4OGwU' rel='oembed'>https://youtube.com/watch?v=v=oYaWWK4OGwU</a><br /><br style='clear:left'></span> for the third Godot Wild Jam! Your submission will be featured in our next compilation video. </strong><br /><br /><strong>You</strong> could be the next Godot Wildling.<br /><br /><em>Thanks for hosting the jam! For more about Stern Flowers and the Godot Wild Jam, see the <a href="https://godotengine.org/article/godot-wild-jam-2018" target="_blank" rel="nofollow noopener" >first blogpost</a>. In other news, Hacktoberfest is still ongoing for a few more days, so if you ever thought about contributing to Godot Engine and Open Source - this is the time to <a href="https://godotengine.org/article/become-godot-contributor-hacktoberfest-2018" target="_blank" rel="nofollow noopener" >get started</a>!</em>X-ZOT:https://godotengine.org/article/godot-wild-jam-october-2018-results2018-10-26T14:29:26Z2018-10-26T14:29:26Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/godot-wild-jam-october-2018-resultshttp://activitystrea.ms/schema/1.0/personhttps://www.ogre3d.org/https://www.ogre3d.org/OGRE – Open Source 3D Graphics Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOgre 1.11 Mid-Term ReportWith the Ogre 1.11.3 release, the 1.11 support cycle is half way over, which is a good time to recap the features and switches that got introduced since the initial release. Good time to Contribute If you are porting your Code to Ogre 1.11 now and find that you have local changes, it is a […]<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://www.ogre3d.org/2018/10/24/ogre-1-11-mid-term-report" target="_blank" rel="nofollow noopener" >Ogre 1.11 Mid-Term Report</a><br /><br /><a href="https://www.patreon.com/ogre1" target="_blank" rel="nofollow noopener" ><img style="max-width: 100%;" src="https://www.ogre3d.org/wp-content/uploads/2018/10/become_a_patron_button.png" alt="Image/photo" /></a>With the <a href="https://github.com/OGRECave/ogre/releases/tag/v1.11.3" target="_blank" rel="nofollow noopener" >Ogre 1.11.3 release</a>, the 1.11 support cycle is&nbsp;&nbsp;half way over, which is a good time to recap the features and switches that got introduced since the initial release. <br /><br /><h3>Good time to Contribute</h3><br />If you are porting your Code to Ogre 1.11 now and find that you have local changes, it is a good time to create a <a href="https://github.com/OGRECave/ogre/pulls" target="_blank" rel="nofollow noopener" >pull-request</a> and contribute them upstream.<br /><br />This way you make sure that your fixes will be carried forward by the Ogre team as well as getting expert feedback on your change. <a href="https://hbswk.hbs.edu/item/the-hidden-benefit-of-giving-back-to-open-source-software" target="_blank" rel="nofollow noopener" >This will eventually boost your productivity as well as helping Ogre.</a><br /><br /><h3>OGRECave ecosystem </h3><ul class="listbullet" style="list-style-type: circle;"><li><a href="https://github.com/OGRECave/scape" target="_blank" rel="nofollow noopener" >Scape</a> got substantially improved by Tobias Schmidt. Now all tools and import/ export work.<li><a href="https://github.com/OGRECave/ogre-assimp" target="_blank" rel="nofollow noopener" >ogre-assimp</a> got fixes for Texture exporting with 1.11 and proper normal handling.<li><a href="https://github.com/OGRECave/ogre-video" target="_blank" rel="nofollow noopener" >ogre-video</a> got updated for 1.11 and is now the recommended video plugin.</ul><h2>Overview</h2><br />But lets turn to the new features now. Specifically:<ul class="listbullet" style="list-style-type: circle;"><li>Sampler Objects<li>Improved Compositors<li>Templated Vector<li>Unified Documentation</ul><h3>Sampler Objects</h3><br />We started adapting the internal RenderSystem API to how modern graphics APIs like <a href="https://www.khronos.org/vulkan/" target="_blank" rel="nofollow noopener" >Vulkan</a> or <a href="https://www.freedesktop.org/wiki/Software/gallium/" target="_blank" rel="nofollow noopener" >Gallium3D</a> work by introducing <a href="https://ogrecave.github.io/ogre/api/1.11/struct_ogre_1_1_colour_blend_state.html" target="_blank" rel="nofollow noopener" >ColourBlendState</a> and <a href="https://ogrecave.github.io/ogre/api/1.11/class_ogre_1_1_sampler.html" target="_blank" rel="nofollow noopener" >Sampler</a> Objects.<br /><br /><em>Sampler</em> Objects are Script-User visible and therefore we will describe them in more detail. Essentially they store all parameters controlling how Texture data is fetched. Previously those were scattered around <a href="https://ogrecave.github.io/ogre/api/1.11/class_ogre_1_1_texture_unit_state.html#details" target="_blank" rel="nofollow noopener" >TextureUnitState</a> (TUS).<br /><br />Now you have separate, <em>named</em> Objects that are created by the <a href="https://ogrecave.github.io/ogre/api/1.11/class_ogre_1_1_texture_manager.html#details" target="_blank" rel="nofollow noopener" >TextureManager</a>. This allows you to quickly change the settings for all associated Textures. Typically you have many Textures but only a few sampling states in your application.<br /><br />We also use this mechanism inside Ogre to providing a DefaultSampler object which is shared by all TextureUnitStates. Calling <a href="https://ogrecave.github.io/ogre/api/1.11/class_ogre_1_1_material_manager.html#a9626875e139f48903af4674b6e555125" target="_blank" rel="nofollow noopener" >MaterialManager::setDefaultTextureFiltering</a> now simply modifies this DefaultSampler. If you modify one of the sampler parameters via the existing TUS API, we transparently create a new Sampler for this Unit – which results in a much cleaner implementation compared to the various&nbsp;&nbsp;flags used before.<br />sampler NoInterpolation<br />{<br /> tex_address_mode clamp<br /> filtering none<br />}<br /><br />material Example<br />{<br /> technique<br /> {<br /> pass<br /> {<br /> ...<br /> texture_unit<br /> {<br /> texture foo.png<br /> sampler_ref NoInterpolation<br /> }<br /> texture_unit<br /> {<br /> texture bar.png<br /> sampler_ref NoInterpolation<br /> }<br /> }<br /> }<br />}<br />Currently Samplers only directly map to GL3.3 API Objects, but the same can be done for D3D11 and GLES3.<br /><br /><h3>Improved Compositors</h3><br />The Compositor System now supports <em>PF_DEPTH16</em> for RenderTextures and fully integrates with the RTSS, enabling the auto generation of shaders.<br /><br />Together these features allow you to render and display depth of your scene as easy as<br />material ShowDepth {<br /> technique {<br /> pass {<br /> lighting off<br /> texture_unit {<br /> filtering none<br /> }<br /> }<br /> }<br />}<br /><br />compositor Texcoord<br />{<br /> technique<br /> {<br /> texture depthTex target_width target_height PF_DEPTH16<br /> target depthTex<br /> {<br /> pass clear {}<br /> pass render_scene {}<br /> }<br /> target_output<br /> {<br /> pass render_quad<br /> {<br /> material ShowDepth<br /> input 0 depth<br /> }<br /> }<br /> }<br />}<br />Note that this script will work across all RenderSystems as the (GLSL/ HLSL) shaders will be auto-generated.<br /><br />Additionally there is now a new “compute” compositor pass for explicitly dispatching compute shaders<br />compositor Compute<br />{<br /> technique<br /> {<br /> target_output<br /> {<br /> // just do normal rendering<br /> input previous<br /> // execute compute shaders post-render<br /> pass compute<br /> {<br /> material Compute/Compositor<br /> thread_groups 16 16 1<br /> }<br /> }<br /> }<br />}<br />where the <em>Compute/Compositor</em> material has one or more compute only passes, which can access any of the global <a href="https://ogrecave.github.io/ogre/api/latest/class_ogre_1_1_gpu_program_parameters.html#a155c886f15e0c10d2c33c224f0d43ce3" target="_blank" rel="nofollow noopener" >auto-constants</a>. Note that binding textures for UAV read/ write is not yet possible through scripts yet.<br /><br /><h3>Templated Vector</h3><br /><em>Vector2</em>, <em>Vector3</em> and <em>Vector4</em> are now just typdefs of the <em>Vector</em> template. (e.g. Vector3 is Vector<img class="smiley" src="https://social.freegamedev.net/images/emoticons/smiley-heart.gif" alt="&lt;3" />, Real&gt;)<br /><br />This allows you to use custom Vector types and is the first step to combat the <em>Real</em> type abuse in the code-base; initially the Real typedef was introduced as a configuration option for <em>SceneNode</em> calculations with double precision.<br /><br />However at some point Real started to be used instead of float everywhere, but for most part the type must be float and not double. E.g. meshes are always stored at float precision as most RenderSystems did not support it double precision. Therefore all code interacting with meshes should work on floats exclusively (sparing some dot operations with large numbers).<br /><br /><h3>Unified documentation</h3><br />While we already <a href="https://www.ogre3d.org/2017/04/23/ogre3d-1-10-released" target="_blank" rel="nofollow noopener" >merged the Ogre manual and the API reference</a> with the 1.10 release, the Docs are now becoming truly unified regarding the content;<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://ogrecave.github.io/ogre/api/1.11/class_ogre_1_1_texture_unit_state.html#aa2f3464e36c93cca9bafefa4591433f3" target="_blank" rel="nofollow noopener" >The API documentation for TextureCompare</a><li><a href="https://ogrecave.github.io/ogre/api/1.11/_material-_scripts.html#compare_test" target="_blank" rel="nofollow noopener" >The corresponding Ogre Script property documentation</a></ul><h2>An outlook on Ogre 1.12</h2><br />New features will still land in 1.11.x point releases, so the 1.12.0 will be just the last 1.11 without some deprecated features (just as 1.11.0 was compared to 1.10.12).<br /><br />Therefore this is mainly to inform you about the API breakage coming with 1.12, which currently is<ul class="listbullet" style="list-style-type: circle;"><li>bump required OpenGL version for GL3+ to 3.3<li>remove some of the dragging <a href="https://ogrecave.github.io/ogre/api/1.11/deprecated.html" target="_blank" rel="nofollow noopener" >deprecated API</a>. (including script parameters)<li>switch Overlays to <a href="https://github.com/OGRECave/ogre/pull/705" target="_blank" rel="nofollow noopener" >the unified parser</a>.<li>drop compute shader execution during rendering</ul>X-ZOT:https://www.ogre3d.org/?p=36742018-10-24T23:59:16Z2018-10-25T00:00:24Zhttp://activitystrea.ms/schema/1.0/posthttps://www.ogre3d.org/?p=3674http://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedBig user-interface and editor improvementsThe editor supports selecting, translating and resizing UI controls (possibly with snap). You may have already seen it in the movie. It is possible to use custom components within the editor. New build tool command “castle-engine editor” will run Castle Game Engine Editor within the current project, with possible project-specific components. It will automatically build … <br /><br /><a href="https://castle-engine.io/wp/2018/10/21/big-user-interface-and-editor-improvements/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/10/21/big-user-interface-and-editor-improvements/" target="_blank" rel="nofollow noopener" >Big user-interface and editor improvements</a><br /><br /><span class='oembed '><br /><a href='https://youtube.com/watch?v=v=podM_zBXGEg' rel='oembed'>https://youtube.com/watch?v=v=podM_zBXGEg</a><br /><br style='clear:left'></span>. <br /><br />It is possible to use <strong>custom components</strong> within the editor.<br /><br />New build tool command <a href="https://github.com/castle-engine/castle-engine/wiki/Build-Tool#editor" target="_blank" rel="nofollow noopener" >“castle-engine editor”</a> will run <em>Castle Game Engine Editor</em> within the current project, with possible project-specific components. It will automatically build CGE editor with additional project-specific components included.<br /><br />See the <a href="https://github.com/castle-engine/castle-engine/blob/master/tools/castle-editor/README.md" target="_blank" rel="nofollow noopener" >editor README</a>, section <em>“Include custom (project-specific) components in the visual designer”</em>.<br /><br />The editor has menu items to adjust camera (<em>Scene Manager Camera View All</em>), and to reorder 2D scenes (<em>Scene Manager Sort For Correct 2D Blending</em>).<br /><br />Much more <strong>vectors and colors are editable and persistent in the editor</strong>. E.g. <code class="inline-code">TCastleLabel.Color</code>, <code class="inline-code">TCastleTransform.Translation/Rotation/Scale</code>.<br /><br />New property <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#AutoSizeToChildren" target="_blank" rel="nofollow noopener" >TCastleUserInterface.AutoSizeToChildren</a> allows to <strong>adjust size to include all children</strong>. In particular useful for <a href="https://castle-engine.io/apidoc-unstable/html/CastleControls.TCastleScrollView.html#ScrollArea" target="_blank" rel="nofollow noopener" >TCastleScrollView.ScrollArea</a>.<br /><br /><strong>The user interface coordinates (all positions, sizes) are float-based now.</strong> In other words, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#Width" target="_blank" rel="nofollow noopener" >TCastleUserInterface.Width</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#Height" target="_blank" rel="nofollow noopener" >TCastleUserInterface.Height</a>, and a lot of “friends” now have a type Single, not Integer. In some cases, we deprecated old integer-based property (like <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#CalculatedWidth" target="_blank" rel="nofollow noopener" >TCastleUserInterface.CalculatedWidth</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#ScreenRect" target="_blank" rel="nofollow noopener" >TCastleUserInterface.ScreenRect</a>) and added a new float-based replacement (like <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#EffectiveWidth" target="_blank" rel="nofollow noopener" >TCastleUserInterface.EffectiveWidth</a>, <a href="https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html#RenderRect" target="_blank" rel="nofollow noopener" >TCastleUserInterface.RenderRect</a>).<br /><br />Note: This change <em>may</em> break backward compatibility in some cases. You may need to adjust your code. This was unfortunately unavoidable, the API looked really messy when I was trying to maintain 100% backward compatibility (having both integer-based and float-based methods and properties). Details in <a href="https://github.com/castle-engine/castle-engine/commit/8e757e15aae388b2b02b04f957af2099bde8d1f3" target="_blank" rel="nofollow noopener" >this commit log</a>.<br /><br />If you just did <code class="inline-code">MyControl.Width := 100</code> it will work as before. But if you did e.g. <code class="inline-code">MyInteger := MyControl.Width</code>, or <code class="inline-code">MyInteger := MyControl.Width div 2</code>, it will no longer work, as <code class="inline-code">Width</code> is a floating-point value (Single) now. You will need to adjust your code. You can just write <code class="inline-code">Round(MyControl.Width)</code>, or you can adjust your code to use float-based coordinates everywhere too.<br /><br />If you use rectangles, you can convert between integer-based (<code class="inline-code">TRectangle</code>) and float-based (<code class="inline-code">TFloatRectangle</code>) using <code class="inline-code">MyFloatRectangle := FloatRectangle(MyIntRectangle)</code> or <code class="inline-code">MyIntRectangle := MyFloatRectangle.Round;</code>.<br /><br />If you encounter troubles adjusting your code, <a href="https://castle-engine.io/talk.php" target="_blank" rel="nofollow noopener" >please let us know on Discord or forums</a>, we will help!<br /><br /><strong><code class="inline-code">TCastleUserInterface</code> now has a size</strong> (Width, Height, FullSize properties). The <code class="inline-code">TCastleUserInterfaceRect</code>, <code class="inline-code">TUIControl</code>, <code class="inline-code">TUIControlRect</code> are all now just deprecated aliases for <code class="inline-code">TCastleUserInterface</code>.<br /><br /><strong>All UI controls have non-zero size by default</strong>. The base <code class="inline-code">TCastleUserInterface</code> class sets width and height to 100. This is more friendly (especially when using the editor) than previous situation when <code class="inline-code">TCastleUserInterfaceRect</code> / <code class="inline-code">TUIControlRect</code> had by default zero size.X-ZOT:https://castle-engine.io/wp/?p=7952018-10-21T05:32:09Z2018-10-21T05:32:09Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=795http://activitystrea.ms/schema/1.0/personhttps://openmw.org/https://openmw.org/OpenMWhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOpenMW Infra Maintenance SaturdayJust a heads up to let everyone know that there might be some ‘downtime’ as we transition to new infrastructure. This will happen Saturday around 17:00 GMT and hopefully no one will notice a thing. If they do, they will notice something like:<span class='oembed '><br /><a href='https://maintenance.openmw.org' rel='oembed'><a href="https://maintenance.openmw.org" target="_blank" rel="nofollow noopener">https://maintenance.openmw.org</a></a><br /><br style='clear:left'></span> Feel free to join us on IRC or Discord. Our longtime comrade, developer and infrastructure […]<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://feedproxy.google.com/~r/openmw/~3/w2mNEsrki_Y/" target="_blank" rel="nofollow noopener" >OpenMW Infra Maintenance Saturday</a><br /><br />Just a heads up to let everyone know that there might be some ‘downtime’ as we transition to new infrastructure. This will happen Saturday around 17:00 GMT and hopefully no one will notice a thing. If they do, they will notice something like: <a href="https://maintenance.openmw.org/" target="_blank" rel="nofollow noopener" >https://maintenance.openmw.org</a><br /><br />Feel free to join us on <a href="https://webchat.freenode.net/?channels=openmw&uio=OT10cnVlde" target="_blank" rel="nofollow noopener" >IRC</a> or <a href="https://discord.gg/5CGpCS" target="_blank" rel="nofollow noopener" >Discord</a>.<br /><br />Our longtime comrade, developer and infrastructure admin lgromanowski is stepping down due to time constraints and has asked me (psi29a) and pvdk to take over the reigns of keeping the lights on for OpenMW. Please join us in thanking him for all his hard work keeping things humming along, paying the bills for hosting and donating his time to the project. Thanks Lgro! <img src="https://forum.openmw.org/images/smilies/icon_e_smile.gif" style="width: 100%; max-width: 15px;" alt="Image/photo" /><br /><br /><h5><a href="https://forum.openmw.org/viewtopic.php?f=38&t=5488" target="_blank" rel="nofollow noopener" >Want to leave a comment?</a></h5><img src="http://feeds.feedburner.com/~r/openmw/~4/w2mNEsrki_Y" style="width: 100%; max-width: 1px;" alt="Image/photo" />X-ZOT:https://openmw.org/?p=51952018-10-19T12:00:12Z2018-10-19T12:00:12Zhttp://activitystrea.ms/schema/1.0/posthttps://openmw.org/?p=5195http://activitystrea.ms/schema/1.0/personhttp://discuss.cocos2d-x.org/c/announcementshttp://discuss.cocos2d-x.org/c/announcementsAnnouncements - Cocos2d-x Forumshttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedCocos Creator v2.0.4 launched with Google Play Instant support!<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-4-launched-with-google-play-instant-support/44173" target="_blank" rel="nofollow noopener" >Cocos Creator v2.0.4 launched with Google Play Instant support!</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/9/e9cfeb9542d69b73e1db694aa2abe4b639be31b5.jpeg" style="width: 100%; max-width: 640px;" alt="Image/photo" /><br /><br /><h2>Cocos Creator v2.0.4 with Google Play Instant support!</h2><br />The <strong>Playtime Conference</strong> hosted by <strong>Google Play</strong> was held in Germany on October 18th, 2018. The <strong>BIG NEWS</strong>: In partnership with <strong>Google</strong>, <strong>Cocos Creator v2.0.4</strong> was released, supporting <strong>Google Play Instant</strong> games.<br /><br /><h3>Google Play Instant and Cocos</h3><br />In March of this year, <strong>Google</strong> showed <strong>Google Play Instant</strong>, a game store-based distribution solution called <em>Search Instant</em>. For the player, they are allowed to try the game before deciding to download the full version of the game, which greatly saves their device storage space. For developers, it means they can offer a demo experience to players who wouldn’t have installed these games, which in turn will increase the game download conversion rate.<br /><br /><strong>Google Play Instant</strong> offers a higher <strong>APK size limit (10MB)</strong>, support for progressive downloads for both executable code and game assets, allowing developers to use the NDK and game engine with existing toolchains. In order to make instant apps and games easier to build, as a <strong>Google Play Instant</strong> technology access partner, in May of this year, the <strong>Cocos engine</strong> began to do integration testing with <strong>Google</strong> and beta users of the <strong>Cocos</strong> community.<br /><br />Developers only need to select <strong>Google Play Instant</strong> as the publishing platform to automate all technical docking of the <strong>Google Play Instant platform</strong>. The output is compatible with <strong>Google Play Instant</strong>. Technically-standard games, quickly launched on <strong>Google Play Instant</strong> for testing, greatly reducing development costs.<br /><br /><h3>Release Notes</h3><br /><strong>v2.0.4</strong> only adds <strong>Google Play Instant Support</strong>, no other changes from <strong>v2.0.2</strong>.<br /><br /><h3>Documentation is <a href="http://docs.cocos.com/creator/manual/en/publish/publish-android-instant.html" target="_blank" rel="nofollow noopener" >here</a></h3><br /><h3>Download: <a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.4_win" target="_blank" rel="nofollow noopener" >Windows</a> or <a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.4_mac" target="_blank" rel="nofollow noopener" >macOS</a></h3></blockquote> <br />Posts: 2<br /><br />Participants: 1<br /><br /><a href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-4-launched-with-google-play-instant-support/44173" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-441732018-10-18T18:21:57Z2018-10-18T18:21:57Zhttp://activitystrea.ms/schema/1.0/postX-ZOT:discuss.cocos2d-x.org-topic-44173http://activitystrea.ms/schema/1.0/personhttps://gme.one/channel/yahananxieyahananxiehttps://gme.one/channel/yahananxieyahananxieYuki (雪亮) 🇵🇭 🏙️http://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feed<a class="zrl" href="https://gme.one/channel/yahananxie" target="_blank" rel="nofollow noopener" >Yuki</a> likes <a class="zrl" href="http://discuss.cocos2d-x.org/c/announcements" target="_blank" rel="nofollow noopener" >Announcements - Cocos2d-x Forums</a>'s <a class="zrl" href="https://gme.one/display/discuss.cocos2d-x.org-topic-44173" target="_blank" rel="nofollow noopener" >status</a>X-ZOT:a29ce2c84ddcf4d81f6ae9c28efcb2c632e00162683d170e4f77b8e859f57c33@gme.one2018-10-19T01:20:39Z2018-10-19T01:20:39Zhttp://activitystrea.ms/schema/1.0/likehttp://activitystrea.ms/schema/1.0/notediscuss.cocos2d-x.org-topic-44173Cocos Creator v2.0.4 launched with Google Play Instant support!<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-4-launched-with-google-play-instant-support/44173" target="_blank" rel="nofollow noopener" >Cocos Creator v2.0.4 launched with Google Play Instant support!</a><br /><br /><a href="http://discuss.cocos2d-x.org/u/slackmoehrle" target="_blank" rel="nofollow noopener" >@slackmoehrle</a> wrote:<br /> <blockquote><img src="http://discuss.cocos2d-x.org/uploads/default/original/3X/e/9/e9cfeb9542d69b73e1db694aa2abe4b639be31b5.jpeg" style="width: 100%; max-width: 640px;" alt="Image/photo" /><br /><br /><h2>Cocos Creator v2.0.4 with Google Play Instant support!</h2><br />The <strong>Playtime Conference</strong> hosted by <strong>Google Play</strong> was held in Germany on October 18th, 2018. The <strong>BIG NEWS</strong>: In partnership with <strong>Google</strong>, <strong>Cocos Creator v2.0.4</strong> was released, supporting <strong>Google Play Instant</strong> games.<br /><br /><h3>Google Play Instant and Cocos</h3><br />In March of this year, <strong>Google</strong> showed <strong>Google Play Instant</strong>, a game store-based distribution solution called <em>Search Instant</em>. For the player, they are allowed to try the game before deciding to download the full version of the game, which greatly saves their device storage space. For developers, it means they can offer a demo experience to players who wouldn’t have installed these games, which in turn will increase the game download conversion rate.<br /><br /><strong>Google Play Instant</strong> offers a higher <strong>APK size limit (10MB)</strong>, support for progressive downloads for both executable code and game assets, allowing developers to use the NDK and game engine with existing toolchains. In order to make instant apps and games easier to build, as a <strong>Google Play Instant</strong> technology access partner, in May of this year, the <strong>Cocos engine</strong> began to do integration testing with <strong>Google</strong> and beta users of the <strong>Cocos</strong> community.<br /><br />Developers only need to select <strong>Google Play Instant</strong> as the publishing platform to automate all technical docking of the <strong>Google Play Instant platform</strong>. The output is compatible with <strong>Google Play Instant</strong>. Technically-standard games, quickly launched on <strong>Google Play Instant</strong> for testing, greatly reducing development costs.<br /><br /><h3>Release Notes</h3><br /><strong>v2.0.4</strong> only adds <strong>Google Play Instant Support</strong>, no other changes from <strong>v2.0.2</strong>.<br /><br /><h3>Documentation is <a href="http://docs.cocos.com/creator/manual/en/publish/publish-android-instant.html" target="_blank" rel="nofollow noopener" >here</a></h3><br /><h3>Download: <a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.4_win" target="_blank" rel="nofollow noopener" >Windows</a> or <a href="http://cocos2d-x.org/filedown/CocosCreator_v2.0.4_mac" target="_blank" rel="nofollow noopener" >macOS</a></h3></blockquote> <br />Posts: 2<br /><br />Participants: 1<br /><br /><a href="http://discuss.cocos2d-x.org/t/cocos-creator-v2-0-4-launched-with-google-play-instant-support/44173" target="_blank" rel="nofollow noopener" >Read full topic</a>X-ZOT:discuss.cocos2d-x.org-topic-44173http://activitystrea.ms/schema/1.0/personhttps://openmw.org/https://openmw.org/OpenMWhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedOpenMW’s take on community interactionWe’d hope that this would go without saying, but sometimes it needs to be explicitly said… do unto others as you would have them do unto you. In other words, help us help you. We have a commitment to ourselves to try to help, where we can, to be kind and patient. We ask that […]<span class="bookmark-identifier">#^</span><a class="bookmark" href="http://feedproxy.google.com/~r/openmw/~3/tww9TrH7FOo/" target="_blank" rel="nofollow noopener" >OpenMW’s take on community interaction</a><br /><br />We’d hope that this would go without saying, but sometimes it needs to be <em>explicitly</em> said… <strong>do unto others as you would have them do unto you.</strong> In other words, help us help you. We have a commitment to ourselves to try to help, where we can, to be kind and patient. We ask that also in return. This is our hobby too, our labor of love, be it OpenMW, TES3MP, MWSE… we all want to get along even if we disagree with each other. If we feel that our good will is being abused, then we’ll stop providing help, warn and eventually ban individuals who can’t follow the Golden Rule. This also includes those who troll other projects, for whatever reason.<br /><br />We hereby invoke <a href="http://www.wheatonslaw.com/" target="_blank" rel="nofollow noopener" >Wheaton’s Law</a>.<br /><br />Cheers,<br />The OpenMW Team<br /><img src="http://feeds.feedburner.com/~r/openmw/~4/tww9TrH7FOo" style="width: 100%; max-width: 1px;" alt="Image/photo" />X-ZOT:https://openmw.org/?p=51882018-10-11T16:35:56Z2018-10-11T16:35:56Zhttp://activitystrea.ms/schema/1.0/posthttps://openmw.org/?p=5188http://activitystrea.ms/schema/1.0/personhttps://castle-engine.io/wphttps://castle-engine.io/wpCastle Game Enginehttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feed“Modern Object Pascal Introduction for Programmers” translated to RussianThanks to Alexander Skvortsov and Yevhen Loza, the complete book “Modern Object Pascal Introduction for Programmers” is now available in Russian. Read it here in the Russian version: HTML version – “Modern Object Pascal Introduction for Programmers” in Russian PDF version – “Modern Object Pascal Introduction for Programmers” in Russian My many thanks go to … <br /><br /><a href="https://castle-engine.io/wp/2018/10/11/modern-object-pascal-introduction-for-programmers-translated-to-russian/" target="_blank" rel="nofollow noopener" >Continue reading ➤</a><span class="bookmark-identifier">#^</span><a class="bookmark" href="https://castle-engine.io/wp/2018/10/11/modern-object-pascal-introduction-for-programmers-translated-to-russian/" target="_blank" rel="nofollow noopener" >“Modern Object Pascal Introduction for Programmers” translated to Russian</a><br /><br />Thanks to <em>Alexander Skvortsov</em> and <em>Yevhen Loza</em>, the complete book <em>“Modern Object Pascal Introduction for Programmers”</em> is now available in Russian. Read it here in the Russian version:<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://castle-engine.io/modern_pascal_introduction_russian.html" target="_blank" rel="nofollow noopener" >HTML version – “Modern Object Pascal Introduction for Programmers” in Russian</a><li><a href="https://castle-engine.io/modern_pascal_introduction_russian.pdf" target="_blank" rel="nofollow noopener" >PDF version – “Modern Object Pascal Introduction for Programmers” in Russian</a></ul>My many thanks go to the translators for the huge task they did. The translation includes the complete text, comments in the example code, and they also improved and enhanced the English text as well.<br /><br />It’s all merged now into the <a href="https://github.com/michaliskambi/modern-pascal-introduction" target="_blank" rel="nofollow noopener" >GitHub repository</a>, where English and Russian sources (in AsciiDoc) live side-by-side.<br /><br />P.S. If you’re looking for the English version, it’s (as always) here:<ul class="listbullet" style="list-style-type: circle;"><li><a href="https://castle-engine.io/modern_pascal_introduction.html" target="_blank" rel="nofollow noopener" >HTML version – “Modern Object Pascal Introduction for Programmers” in English</a><li><a href="https://castle-engine.io/modern_pascal_introduction.pdf" target="_blank" rel="nofollow noopener" >PDF version – “Modern Object Pascal Introduction for Programmers” in English</a></ul>X-ZOT:https://castle-engine.io/wp/?p=7872018-10-11T16:27:29Z2018-10-11T16:27:29Zhttp://activitystrea.ms/schema/1.0/posthttps://castle-engine.io/wp/?p=787http://activitystrea.ms/schema/1.0/personhttps://godotengine.org/https://godotengine.org/Godot Engine Officialhttp://activitystrea.ms/schema/1.0/personhttps://social.freegamedev.net/channel/devplanetdevplanethttps://social.freegamedev.net/channel/devplanetdevplanetFreeGameDev.net game dev. feedGodot Wild Jam<span class="bookmark-identifier">#^</span><a class="bookmark" href="https://godotengine.org/article/godot-wild-jam-2018" target="_blank" rel="nofollow noopener" >Godot Wild Jam</a><br /><br />While the <span class='oembed '><br /><a href='https://youtube.com/watch?v=v=G2c_kL23yI8' rel='oembed'>https://youtube.com/watch?v=v=G2c_kL23yI8</a><br /><br style='clear:left'></span>), our awesome community could not wait for the next official Godot Jam and just got one started on their own: <a href="http://www.godotwild.com/" target="_blank" rel="nofollow noopener" >The Godot Wild Jam</a>.<br /><br />Conveniently starting right after GodotCon, the second iteration of their monthly community jam already has lots of signups on <a href="https://itch.io/jam/godot-wild-jam-2" target="_blank" rel="nofollow noopener" >itch.io</a> - and because we always love community members stepping up to create things for others to enjoy, we encourage you to join them and have fun!<br /><br />If you want to know more, read on as we'll let them speak for themselves:<br /><br /><h2>What is the Godot Wild Jam?</h2><br />This game jam is here to inspire you to let go of your limits and Go Wild. Make a game in 9 days, and be part of a monthly event that will give you experience, add to Godot the community, and help further develop the engine. We strongly encourage the use of Godot 3.1 so as to stress test the engine, but all levels of experience are welcome. Please be sure to report any bugs you discover!<br /><br /><h2>Where did it start?</h2><br />The artist of Stern Flowers, Krystof, was anxious for the next Godot jam. Rather than wait for one to happen, he pitched the idea of organizing one to our group. Immediately, we ran with it. We decided that we wanted to have a game jam that would allow people to discover how easy Godot is. We wanted to test out new features. We wanted it to be fun and relaxing. We wanted it to be <em>wild</em>!<br /><br />Kati, the group’s designer, created the jam page, while Krystof designed the jam’s image, including logo and color schemes. A <a href="https://discord.gg/2QqyNCe" target="_blank" rel="nofollow noopener" >Discord server</a> cropped up, and John, one of the group’s programmers, made a dedicated website to the <a href="http://www.godotwild.com/" target="_blank" rel="nofollow noopener" >Godot Wild Jam</a>. Even before the theme announcement, our composer, Kyle, made a killer video to present the theme in an over the top and engaging way. Staying true to our word, we provide a <a href="https://ifiregames.itch.io/stern-flowers-chibifire-com-godot-engine" target="_blank" rel="nofollow noopener" >link to an itch.io page</a> kept by Ernest, our other programmer, where bleeding edge builds of the engine are compiled every day for OSX, Linux and Windows, including export templates. All of Stern Flowers has worked hard to make this game jam a memorable one.<br /><br /><h2>Why join?</h2><br />This was the first time any member of Stern Flowers had hosted a game jam. We shared our jam page in every Godot-related space we could, and this gave us a lot of feedback. We listened and updated. By the end of our first game jam, we had 100+ participants around the world and 20 awesome games to play.<br /><br />Now, we are about to start our second round of Godot Wild Jam. It has and will continue to be an amazing journey. We are proud to see the Godot Wild Jam community grow and are extremely thankful to our participants. We are also honored by the Godot Developers who have chosen to highlight our work. <br /><br /><strong>We will see you at the next <a href="http://www.godotwild.com/" target="_blank" rel="nofollow noopener" >Godot Wild Jam</a>. The next theme. The next game.</strong><br /><blockquote><strong>Who even is Stern Flowers?</strong><br /><br /><em>We are an international group of game developers who found each other roughly 8 months ago for the second iteration of the “UE4 vs Unity vs Godot” jam. We used Godot, developing Roaming Ravenous and won first place. Since then, we have continued to work together on several other projects, <a href="https://sternflowers.itch.io/power-tower" target="_blank" rel="nofollow noopener" >Power Tower</a> being the most recent one. Should you have any questions or curiosity gets the better of you, get in touch or check out our <a href="https://sternflowers.itch.io/power-tower" target="_blank" rel="nofollow noopener" >itch.io page</a>.</em></blockquote><br /><em>Thanks for reading - and a big heartfelt thanks to the organizers. Godot Engine is and always will be a community effort - thank you for being part of it!</em>X-ZOT:https://godotengine.org/article/godot-wild-jam-20182018-10-10T10:19:58Z2018-10-10T10:19:58Zhttp://activitystrea.ms/schema/1.0/posthttps://godotengine.org/article/godot-wild-jam-2018